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/* Copyright 2013 The Chromium Authors. All rights reserved.
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file. */
#ifndef PPAPI_SIMPLE_PS_EVENT_H_
#define PPAPI_SIMPLE_PS_EVENT_H_
#include "ppapi/c/pp_bool.h"
#include "ppapi/c/pp_resource.h"
#include "ppapi/c/pp_var.h"
#include "sdk_util/macros.h"
EXTERN_C_BEGIN
/**
* PSEvent
*
* The PSEvent system provides an in-order event processing mechanism.
* As Pepper events such as input, or focus and view changes arrive on the
* main pepper thread, they are placed on various FIFOs based on event type.
* For any given event type, only a single thread will process those events.
*
* By default, the "EventThread" will receive all messages. However any thread
* can call PSRequestEventsType to request that all new events of that type
* are placed on that particular thread's queue.
*
* This allows the developer to choose which threads handle which event types
* while keeping all events belonging to a particular thread in order. This
* is useful, for example, in the case of graphics to synchronize the size
* of the graphics context, with mouse clicks to correctly interpret location.
*/
typedef enum {
/* Mask off all events. */
PSE_NONE = 0,
/* From HandleInputEvent, conatins an input resource. */
PSE_INSTANCE_HANDLEINPUT = 1,
/* From HandleMessage, contains a PP_Var. */
PSE_INSTANCE_HANDLEMESSAGE = 2,
/* From DidChangeView, contains a view resource */
PSE_INSTANCE_DIDCHANGEVIEW = 4,
/* From DidChangeFocus, contains a PP_Bool with the current focus state. */
PSE_INSTANCE_DIDCHANGEFOCUS = 8,
/* When the 3D context is lost, no resource. */
PSE_GRAPHICS3D_GRAPHICS3DCONTEXTLOST = 16,
/* When the mouse lock is lost. */
PSE_MOUSELOCK_MOUSELOCKLOST = 32,
/* Enable all events. */
PSE_ALL = -1,
} PSEventType;
typedef uint32_t PSEventTypeMask;
// Generic Event
typedef struct PSEvent {
PSEventType type;
union {
PP_Bool as_bool;
PP_Resource as_resource;
struct PP_Var as_var;
};
/* Internal */
struct PSEvent* next;
} PSEvent;
typedef void (*PSMessageHandler_t)(struct PP_Var key,
struct PP_Var value,
void* user_data);
/**
* Function for queuing, acquiring, and releasing events.
*/
PSEvent* PSEventTryAcquire();
PSEvent* PSEventWaitAcquire();
void PSEventRelease(PSEvent* event);
void PSEventSetFilter(PSEventTypeMask mask);
/**
* Creates and adds an event of the specified type to the event queue if
* that event type is not currently filtered.
*/
void PSEventPost(PSEventType type);
void PSEventPostBool(PSEventType type, PP_Bool state);
void PSEventPostVar(PSEventType type, struct PP_Var var);
void PSEventPostResource(PSEventType type, PP_Resource resource);
/* Register a message handler for messages that arrive from JavaScript with a
* give names.
* Messages are of the form: { message_name : <value> }.
*
* PSInstance will then not generate events but instead cause the handler to be
* called upon message arrival. If handler is NULL then the current handler
* will be removed. Example usage:
*
* JavaScript:
* nacl_module.postMessage({'foo': 123});
*
* C:
* void MyMessageHandler(struct PP_Var key,
* struct PP_Var value,
* void* user_data) {
* assert(key.type == PP_VARTYPE_STRING);
* assert(value.type == PP_VARTYPE_INT32));
* assert(value.value.as_int == 123);
* }
* ...
* PSInstanceRegisterMessageHandler("foo", &MyMessageHandler, NULL); */
void PSEventRegisterMessageHandler(const char* message_name,
PSMessageHandler_t handler,
void* user_data);
EXTERN_C_END
#endif /* PPAPI_SIMPLE_PS_EVENT_H_ */