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335 lines
13 KiB
335 lines
13 KiB
/*
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==============================================================================
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This file is part of the JUCE library.
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Copyright (c) 2013 - Raw Material Software Ltd.
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Permission is granted to use this software under the terms of either:
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a) the GPL v2 (or any later version)
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b) the Affero GPL v3
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Details of these licenses can be found at: www.gnu.org/licenses
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JUCE is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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------------------------------------------------------------------------------
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To release a closed-source product which uses JUCE, commercial licenses are
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available: visit www.juce.com for more information.
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==============================================================================
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*/
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#ifndef JUCE_MESSAGEMANAGER_H_INCLUDED
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#define JUCE_MESSAGEMANAGER_H_INCLUDED
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class MessageManagerLock;
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class ThreadPoolJob;
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class ActionListener;
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class ActionBroadcaster;
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//==============================================================================
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/** See MessageManager::callFunctionOnMessageThread() for use of this function type
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*/
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typedef void* (MessageCallbackFunction) (void* userData);
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//==============================================================================
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/**
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This class is in charge of the application's event-dispatch loop.
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@see Message, CallbackMessage, MessageManagerLock, JUCEApplication, JUCEApplicationBase
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*/
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class JUCE_API MessageManager
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{
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public:
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//==============================================================================
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/** Returns the global instance of the MessageManager. */
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static MessageManager* getInstance();
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/** Returns the global instance of the MessageManager, or nullptr if it doesn't exist. */
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static MessageManager* getInstanceWithoutCreating() noexcept;
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/** Deletes the global MessageManager instance.
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Does nothing if no instance had been created.
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*/
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static void deleteInstance();
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//==============================================================================
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/** Runs the event dispatch loop until a stop message is posted.
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This method is only intended to be run by the application's startup routine,
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as it blocks, and will only return after the stopDispatchLoop() method has been used.
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@see stopDispatchLoop
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*/
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void runDispatchLoop();
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/** Sends a signal that the dispatch loop should terminate.
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After this is called, the runDispatchLoop() or runDispatchLoopUntil() methods
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will be interrupted and will return.
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@see runDispatchLoop
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*/
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void stopDispatchLoop();
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/** Returns true if the stopDispatchLoop() method has been called.
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*/
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bool hasStopMessageBeenSent() const noexcept { return quitMessagePosted; }
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#if JUCE_MODAL_LOOPS_PERMITTED || DOXYGEN
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/** Synchronously dispatches messages until a given time has elapsed.
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Returns false if a quit message has been posted by a call to stopDispatchLoop(),
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otherwise returns true.
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*/
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bool runDispatchLoopUntil (int millisecondsToRunFor);
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#endif
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//==============================================================================
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#if JUCE_COMPILER_SUPPORTS_LAMBDAS
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/** Asynchronously invokes a function or C++11 lambda on the message thread.
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Internally this uses the CallbackMessage class to invoke the callback.
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*/
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static void callAsync (std::function<void(void)>);
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#endif
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/** Calls a function using the message-thread.
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This can be used by any thread to cause this function to be called-back
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by the message thread. If it's the message-thread that's calling this method,
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then the function will just be called; if another thread is calling, a message
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will be posted to the queue, and this method will block until that message
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is delivered, the function is called, and the result is returned.
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Be careful not to cause any deadlocks with this! It's easy to do - e.g. if the caller
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thread has a critical section locked, which an unrelated message callback then tries to lock
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before the message thread gets round to processing this callback.
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@param callback the function to call - its signature must be @code
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void* myCallbackFunction (void*) @endcode
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@param userData a user-defined pointer that will be passed to the function that gets called
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@returns the value that the callback function returns.
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@see MessageManagerLock
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*/
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void* callFunctionOnMessageThread (MessageCallbackFunction* callback, void* userData);
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/** Returns true if the caller-thread is the message thread. */
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bool isThisTheMessageThread() const noexcept;
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/** Called to tell the manager that the current thread is the one that's running the dispatch loop.
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(Best to ignore this method unless you really know what you're doing..)
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@see getCurrentMessageThread
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*/
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void setCurrentThreadAsMessageThread();
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/** Returns the ID of the current message thread, as set by setCurrentThreadAsMessageThread().
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(Best to ignore this method unless you really know what you're doing..)
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@see setCurrentThreadAsMessageThread
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*/
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Thread::ThreadID getCurrentMessageThread() const noexcept { return messageThreadId; }
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/** Returns true if the caller thread has currently got the message manager locked.
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see the MessageManagerLock class for more info about this.
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This will be true if the caller is the message thread, because that automatically
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gains a lock while a message is being dispatched.
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*/
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bool currentThreadHasLockedMessageManager() const noexcept;
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//==============================================================================
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/** Sends a message to all other JUCE applications that are running.
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@param messageText the string that will be passed to the actionListenerCallback()
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method of the broadcast listeners in the other app.
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@see registerBroadcastListener, ActionListener
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*/
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static void broadcastMessage (const String& messageText);
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/** Registers a listener to get told about broadcast messages.
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The actionListenerCallback() callback's string parameter
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is the message passed into broadcastMessage().
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@see broadcastMessage
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*/
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void registerBroadcastListener (ActionListener* listener);
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/** Deregisters a broadcast listener. */
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void deregisterBroadcastListener (ActionListener* listener);
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//==============================================================================
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/** Internal class used as the base class for all message objects.
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You shouldn't need to use this directly - see the CallbackMessage or Message
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classes instead.
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*/
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class JUCE_API MessageBase : public ReferenceCountedObject
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{
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public:
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MessageBase() noexcept {}
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virtual ~MessageBase() {}
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virtual void messageCallback() = 0;
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bool post();
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typedef ReferenceCountedObjectPtr<MessageBase> Ptr;
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JUCE_DECLARE_NON_COPYABLE (MessageBase)
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};
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//==============================================================================
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#ifndef DOXYGEN
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// Internal methods - do not use!
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void deliverBroadcastMessage (const String&);
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~MessageManager() noexcept;
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#endif
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private:
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//==============================================================================
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MessageManager() noexcept;
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static MessageManager* instance;
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friend class MessageBase;
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class QuitMessage;
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friend class QuitMessage;
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friend class MessageManagerLock;
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ScopedPointer <ActionBroadcaster> broadcaster;
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bool quitMessagePosted, quitMessageReceived;
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Thread::ThreadID messageThreadId;
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Thread::ThreadID volatile threadWithLock;
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CriticalSection lockingLock;
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static bool postMessageToSystemQueue (MessageBase*);
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static void* exitModalLoopCallback (void*);
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static void doPlatformSpecificInitialisation();
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static void doPlatformSpecificShutdown();
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static bool dispatchNextMessageOnSystemQueue (bool returnIfNoPendingMessages);
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (MessageManager)
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};
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//==============================================================================
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/** Used to make sure that the calling thread has exclusive access to the message loop.
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Because it's not thread-safe to call any of the Component or other UI classes
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from threads other than the message thread, one of these objects can be used to
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lock the message loop and allow this to be done. The message thread will be
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suspended for the lifetime of the MessageManagerLock object, so create one on
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the stack like this: @code
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void MyThread::run()
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{
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someData = 1234;
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const MessageManagerLock mmLock;
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// the event loop will now be locked so it's safe to make a few calls..
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myComponent->setBounds (newBounds);
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myComponent->repaint();
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// ..the event loop will now be unlocked as the MessageManagerLock goes out of scope
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}
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@endcode
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Obviously be careful not to create one of these and leave it lying around, or
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your app will grind to a halt!
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Another caveat is that using this in conjunction with other CriticalSections
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can create lots of interesting ways of producing a deadlock! In particular, if
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your message thread calls stopThread() for a thread that uses these locks,
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you'll get an (occasional) deadlock..
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@see MessageManager, MessageManager::currentThreadHasLockedMessageManager
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*/
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class JUCE_API MessageManagerLock
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{
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public:
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//==============================================================================
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/** Tries to acquire a lock on the message manager.
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The constructor attempts to gain a lock on the message loop, and the lock will be
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kept for the lifetime of this object.
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Optionally, you can pass a thread object here, and while waiting to obtain the lock,
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this method will keep checking whether the thread has been given the
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Thread::signalThreadShouldExit() signal. If this happens, then it will return
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without gaining the lock. If you pass a thread, you must check whether the lock was
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successful by calling lockWasGained(). If this is false, your thread is being told to
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die, so you should take evasive action.
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If you pass nullptr for the thread object, it will wait indefinitely for the lock - be
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careful when doing this, because it's very easy to deadlock if your message thread
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attempts to call stopThread() on a thread just as that thread attempts to get the
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message lock.
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If the calling thread already has the lock, nothing will be done, so it's safe and
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quick to use these locks recursively.
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E.g.
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@code
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void run()
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{
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...
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while (! threadShouldExit())
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{
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MessageManagerLock mml (Thread::getCurrentThread());
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if (! mml.lockWasGained())
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return; // another thread is trying to kill us!
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..do some locked stuff here..
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}
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..and now the MM is now unlocked..
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}
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@endcode
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*/
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MessageManagerLock (Thread* threadToCheckForExitSignal = nullptr);
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//==============================================================================
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/** This has the same behaviour as the other constructor, but takes a ThreadPoolJob
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instead of a thread.
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See the MessageManagerLock (Thread*) constructor for details on how this works.
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*/
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MessageManagerLock (ThreadPoolJob* jobToCheckForExitSignal);
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//==============================================================================
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/** Releases the current thread's lock on the message manager.
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Make sure this object is created and deleted by the same thread,
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otherwise there are no guarantees what will happen!
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*/
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~MessageManagerLock() noexcept;
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//==============================================================================
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/** Returns true if the lock was successfully acquired.
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(See the constructor that takes a Thread for more info).
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*/
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bool lockWasGained() const noexcept { return locked; }
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private:
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class BlockingMessage;
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friend class ReferenceCountedObjectPtr<BlockingMessage>;
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ReferenceCountedObjectPtr<BlockingMessage> blockingMessage;
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bool locked;
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bool attemptLock (Thread*, ThreadPoolJob*);
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JUCE_DECLARE_NON_COPYABLE (MessageManagerLock)
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};
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#endif // JUCE_MESSAGEMANAGER_H_INCLUDED
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