/* * Copyright (c) 2023, Andreas Kling * * SPDX-License-Identifier: BSD-2-Clause */ #pragma once #include #include namespace Core { class EventLoopManagerWindows final : public EventLoopManager { public: virtual ~EventLoopManagerWindows() override = default; virtual NonnullOwnPtr make_implementation() override; virtual intptr_t register_timer(EventReceiver&, int milliseconds, bool should_reload, TimerShouldFireWhenNotVisible) override; virtual void unregister_timer(intptr_t timer_id) override; virtual void register_notifier(Notifier&) override; virtual void unregister_notifier(Notifier&) override; virtual void did_post_event() override; virtual int register_signal(int signal_number, Function handler) override; virtual void unregister_signal(int handler_id) override; }; class EventLoopImplementationWindows final : public EventLoopImplementation { public: static NonnullOwnPtr create() { return make(); } EventLoopImplementationWindows(); virtual ~EventLoopImplementationWindows() override = default; virtual int exec() override; virtual size_t pump(PumpMode) override; virtual void quit(int) override; virtual void wake() override; virtual void post_event(EventReceiver& receiver, NonnullOwnPtr&&) override; private: bool m_exit_requested { false }; int m_exit_code { 0 }; // The wake event handle of this event loop needs to be accessible from other threads. void*& m_wake_event; }; using EventLoopManagerPlatform = EventLoopManagerWindows; }