/**************************************************************************** ** ** Copyright (C) 2002 NVIDIA Corporation. ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of Qt 3D Studio. ** ** $QT_BEGIN_LICENSE:GPL-EXCEPT$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 as published by the Free Software ** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #pragma once #ifndef ITICKTOCKH #define ITICKTOCKH namespace qt3dsdm { class ISignalConnection; } QT_BEGIN_NAMESPACE class QWidget; QT_END_NAMESPACE typedef std::function TTickTockProc; namespace Q3DStudio { /** * ITickTock is meant for a relatively small number of scheduled * events that need to happen on the UI thread. Clients can cancel * any event simply by releasing the returned shared pointer. * Interface is completely threadsafe and the returned signal connection * may safely outlive the interface. */ class ITickTock { protected: virtual ~ITickTock() {} static ITickTock *m_Instance; public: // The timer is canceled if the shared ptr deletes the signal connection. Save to call from any // thread. // The callback, however, (inTickTockProc) will be activated solely from the UI thread. virtual std::shared_ptr AddTimer(unsigned long inTime, bool inIsPeriodic, TTickTockProc inTickTockProc, const QString &inName) = 0; // Called from UI thread to process all of the messages // that have happened in the timer thread. // Clients should not generally call this, it will be take care of for them. // In the current implementation, MainFrm.h processes the tick tock message // in order to call this function. virtual void ProcessMessages() = 0; friend class std::shared_ptr; // m_Instance is set to the first tick tock created, and unset when that tick tock // goes away. static std::shared_ptr CreateTickTock(long inMessageID, QWidget* inTarget); static ITickTock &GetInstance(); }; } #endif