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/*
* Copyright (C) 2005-2018 Team Kodi
* This file is part of Kodi - https://kodi.tv
*
* SPDX-License-Identifier: GPL-2.0-or-later
* See LICENSES/README.md for more information.
*/
#pragma once
#include "guilib/WindowIDs.h"
#include "messaging/ThreadMessage.h"
#include "threads/Thread.h"
#include <map>
#include <memory>
#include <queue>
#include <string>
#include <vector>
#define TMSG_MASK_MESSAGE 0xFFFF0000 // only keep the high bits to route messages
#define TMSG_MASK_APPLICATION (1<<30) //Don't use bit 31 as it'll fail to build, using unsigned variable to hold the message.
#define TMSG_MASK_PLAYLISTPLAYER (1<<29)
#define TMSG_MASK_GUIINFOMANAGER (1<<28)
#define TMSG_MASK_WINDOWMANAGER (1<<27)
#define TMSG_MASK_PERIPHERALS (1<<26)
// defines here
#define TMSG_PLAYLISTPLAYER_PLAY TMSG_MASK_PLAYLISTPLAYER + 0
#define TMSG_PLAYLISTPLAYER_NEXT TMSG_MASK_PLAYLISTPLAYER + 1
#define TMSG_PLAYLISTPLAYER_PREV TMSG_MASK_PLAYLISTPLAYER + 2
#define TMSG_PLAYLISTPLAYER_ADD TMSG_MASK_PLAYLISTPLAYER + 3
#define TMSG_PLAYLISTPLAYER_CLEAR TMSG_MASK_PLAYLISTPLAYER + 4
#define TMSG_PLAYLISTPLAYER_SHUFFLE TMSG_MASK_PLAYLISTPLAYER + 5
#define TMSG_PLAYLISTPLAYER_GET_ITEMS TMSG_MASK_PLAYLISTPLAYER + 6
#define TMSG_PLAYLISTPLAYER_PLAY_SONG_ID TMSG_MASK_PLAYLISTPLAYER + 7
#define TMSG_PLAYLISTPLAYER_INSERT TMSG_MASK_PLAYLISTPLAYER + 8
#define TMSG_PLAYLISTPLAYER_REMOVE TMSG_MASK_PLAYLISTPLAYER + 9
#define TMSG_PLAYLISTPLAYER_SWAP TMSG_MASK_PLAYLISTPLAYER + 10
#define TMSG_PLAYLISTPLAYER_REPEAT TMSG_MASK_PLAYLISTPLAYER + 11
#define TMSG_MEDIA_PLAY TMSG_MASK_PLAYLISTPLAYER + 12
#define TMSG_MEDIA_STOP TMSG_MASK_PLAYLISTPLAYER + 13
// the PAUSE is indeed a PLAYPAUSE
#define TMSG_MEDIA_PAUSE TMSG_MASK_PLAYLISTPLAYER + 14
#define TMSG_MEDIA_RESTART TMSG_MASK_PLAYLISTPLAYER + 15
#define TMSG_MEDIA_UNPAUSE TMSG_MASK_PLAYLISTPLAYER + 16
#define TMSG_MEDIA_PAUSE_IF_PLAYING TMSG_MASK_PLAYLISTPLAYER + 17
#define TMSG_MEDIA_SEEK_TIME TMSG_MASK_PLAYLISTPLAYER + 18
#define TMSG_SHUTDOWN TMSG_MASK_APPLICATION + 0
#define TMSG_POWERDOWN TMSG_MASK_APPLICATION + 1
#define TMSG_QUIT TMSG_MASK_APPLICATION + 2
#define TMSG_HIBERNATE TMSG_MASK_APPLICATION + 3
#define TMSG_SUSPEND TMSG_MASK_APPLICATION + 4
#define TMSG_RESTART TMSG_MASK_APPLICATION + 5
#define TMSG_RESET TMSG_MASK_APPLICATION + 6
#define TMSG_RESTARTAPP TMSG_MASK_APPLICATION + 7
#define TMSG_ACTIVATESCREENSAVER TMSG_MASK_APPLICATION + 8
#define TMSG_NETWORKMESSAGE TMSG_MASK_APPLICATION + 9
#define TMSG_RESETSCREENSAVER TMSG_MASK_APPLICATION + 10
#define TMSG_VOLUME_SHOW TMSG_MASK_APPLICATION + 11
#define TMSG_DISPLAY_SETUP TMSG_MASK_APPLICATION + 12
#define TMSG_DISPLAY_DESTROY TMSG_MASK_APPLICATION + 13
#define TMSG_SETVIDEORESOLUTION TMSG_MASK_APPLICATION + 14
#define TMSG_SWITCHTOFULLSCREEN TMSG_MASK_APPLICATION + 15
#define TMSG_MINIMIZE TMSG_MASK_APPLICATION + 16
#define TMSG_TOGGLEFULLSCREEN TMSG_MASK_APPLICATION + 17
#define TMSG_SETLANGUAGE TMSG_MASK_APPLICATION + 18
#define TMSG_RENDERER_FLUSH TMSG_MASK_APPLICATION + 19
#define TMSG_INHIBITIDLESHUTDOWN TMSG_MASK_APPLICATION + 20
#define TMSG_START_ANDROID_ACTIVITY TMSG_MASK_APPLICATION + 21
#define TMSG_EXECUTE_SCRIPT TMSG_MASK_APPLICATION + 22
#define TMSG_EXECUTE_BUILT_IN TMSG_MASK_APPLICATION + 23
#define TMSG_EXECUTE_OS TMSG_MASK_APPLICATION + 24
#define TMSG_PICTURE_SHOW TMSG_MASK_APPLICATION + 25
#define TMSG_PICTURE_SLIDESHOW TMSG_MASK_APPLICATION + 26
#define TMSG_LOADPROFILE TMSG_MASK_APPLICATION + 27
#define TMSG_VIDEORESIZE TMSG_MASK_APPLICATION + 28
#define TMSG_INHIBITSCREENSAVER TMSG_MASK_APPLICATION + 29
#define TMSG_SYSTEM_POWERDOWN TMSG_MASK_APPLICATION + 30
#define TMSG_RENDERER_PREINIT TMSG_MASK_APPLICATION + 31
#define TMSG_RENDERER_UNINIT TMSG_MASK_APPLICATION + 32
#define TMSG_EVENT TMSG_MASK_APPLICATION + 33
/// @brief Called from the player when its current item is updated
#define TMSG_UPDATE_PLAYER_ITEM TMSG_MASK_APPLICATION + 35
#define TMSG_GUI_INFOLABEL TMSG_MASK_GUIINFOMANAGER + 0
#define TMSG_GUI_INFOBOOL TMSG_MASK_GUIINFOMANAGER + 1
#define TMSG_UPDATE_CURRENT_ITEM TMSG_MASK_GUIINFOMANAGER + 2
#define TMSG_CECTOGGLESTATE TMSG_MASK_PERIPHERALS + 1
#define TMSG_CECACTIVATESOURCE TMSG_MASK_PERIPHERALS + 2
#define TMSG_CECSTANDBY TMSG_MASK_PERIPHERALS + 3
#define TMSG_GUI_DIALOG_OPEN TMSG_MASK_WINDOWMANAGER + 1
#define TMSG_GUI_ACTIVATE_WINDOW TMSG_MASK_WINDOWMANAGER + 2
#define TMSG_GUI_PYTHON_DIALOG TMSG_MASK_WINDOWMANAGER + 3
#define TMSG_GUI_WINDOW_CLOSE TMSG_MASK_WINDOWMANAGER + 4
#define TMSG_GUI_ACTION TMSG_MASK_WINDOWMANAGER + 5
#define TMSG_GUI_ADDON_DIALOG TMSG_MASK_WINDOWMANAGER + 6
#define TMSG_GUI_MESSAGE TMSG_MASK_WINDOWMANAGER + 7
/*!
\def TMSG_GUI_DIALOG_YESNO
\brief Message sent through CApplicationMessenger to open a yes/no dialog box
There's two ways to send this message, a short and concise way and a more
flexible way allowing more customization.
Option 1:
CApplicationMessenger::Get().SendMsg(TMSG_GUI_DIALOG_YESNO, 123, 456);
123: This is the string id for the heading
456: This is the string id for the text
Option 2:
\a HELPERS::DialogYesNoMessage options.
Fill in options
CApplicationMessenger::Get().SendMsg(TMSG_GUI_DIALOG_YESNO, -1, -1, static_cast<void*>(&options));
\returns -1 for cancelled, 0 for No and 1 for Yes
\sa HELPERS::DialogYesNoMessage
*/
#define TMSG_GUI_DIALOG_YESNO TMSG_MASK_WINDOWMANAGER + 8
#define TMSG_GUI_DIALOG_OK TMSG_MASK_WINDOWMANAGER + 9
/*!
\def TMSG_GUI_PREVIOUS_WINDOW
\brief Message sent through CApplicationMessenger to go back to the previous window
This is an alternative to TMSG_GUI_ACTIVATE_WINDOW, but it keeps
all configured parameters, like startup directory.
*/
#define TMSG_GUI_PREVIOUS_WINDOW TMSG_MASK_WINDOWMANAGER + 10
#define TMSG_CALLBACK 800
class CGUIMessage;
namespace KODI
{
namespace MESSAGING
{
class IMessageTarget;
struct ThreadMessageCallback
{
void (*callback)(void *userptr);
void *userptr;
};
/*!
* \class CApplicationMessenger ApplicationMessenger.h "messaging/ApplicationMessenger.h"
* \brief This implements a simple message dispatcher/router for Kodi
*
* For most users that wants to send message go to the documentation for these
* \sa CApplicationMessenger::SendMsg
* \sa CApplicationMessenger::PostMsg
*
* For anyone wanting to implement a message receiver, go to the documentation for
* \sa IMessageTarget
*
* IMPLEMENTATION SPECIFIC NOTES - DOCUMENTED HERE FOR THE SOLE PURPOSE OF IMPLEMENTERS OF THIS CLASS
* On a high level this implements two methods for dispatching messages, SendMsg and PostMsg.
* These are roughly modeled on the implementation of SendMessage and PostMessage in Windows.
*
* PostMsg is the preferred method to use as it's non-blocking and does not wait for any response before
* returning to the caller. Messages will be stored in a queue and processed in order.
*
* SendMsg is a blocking version and has a bit more subtleties to it regarding how inter-process
* dispatching is handled.
*
* Calling SendMsg with a message type that doesn't require marshalling will bypass the message queue
* and call the receiver directly
*
* Calling SendMsg with a message type that require marshalling to a specific thread when not on that thread
* will add a message to the queue with a an event, it will then block the calling thread waiting on this event
* to be signaled.
* The message will be processed by the correct thread in it's message pump and the event will be signaled, unblocking
* the calling thread
*
* Calling SendMsg with a message type that require marshalling to a specific thread when already on that thread
* will behave as scenario one, it will bypass the queue and call the receiver directly.
*
* Currently there is a hack implemented in the message dispatcher that releases the graphicslock before dispatching
* a message. This was here before the redesign and removing it will require careful inspection of every call site.
* TODO: add logging if the graphicslock is held during message dispatch
*
* Current design has three different message types
* 1. Normal messages that can be processed on any thread
* 2. GUI messages that require marshalling to the UI thread
* 3. A thread message that will spin up a background thread and wait a specified amount of time before posting the message
* This should probably be removed, it's left for compatibility
*
* Heavy emphasis on current design, the idea is that we can easily add more message types to route messages
* to more threads or other scenarios.
*
* \sa CApplicationMessenger::ProcessMessages()
* handles regular messages that require no marshalling, this can be called from any thread to drive the message
* pump
*
* \sa CApplicationMessenger::ProcessWindowMessages()
* handles GUI messages and currently should only be called on the UI thread
*
* If/When this is expanded upon ProcessMessage() and ProcessWindowMessages() should be combined into a single method
* taking an enum or similar to indicate which message it's interested in.
*
* The above methods are backed by two messages queues, one for each type of message. If more types are added
* this might need to be redesigned to simplify the lookup of the correct message queue but currently they're implemented
* as two member variables
*
* The design is meant to be very encapsulated and easy to extend without altering the public interface.
* e.g. If GUI messages should be handled on another thread, call \sa CApplicationMessenger::ProcessWindowMessage() on that
* thread and nothing else has to change. The callers have no knowledge of how this is implemented.
*
* The design is also meant to be very dependency free to work as a bridge between lower layer functionality without
* having to have knowledge of the GUI or having a dependency on the GUI in any way. This is not the reality currently as
* this depends on \sa CApplication and the graphicslock but should be fixed soon enough.
*
* To keep things simple the current implementation routes messages based on a mask that the receiver provides.
* Any message fitting that mask will be routed to that specific receiver.
* This will likely need to change if many different receivers are added but it should be possible to do it without
* any of the callers being changed.
*/
class CApplicationMessenger
{
public:
CApplicationMessenger();
~CApplicationMessenger();
void Cleanup();
// if a message has to be send to the gui, use MSG_TYPE_WINDOW instead
/*!
* \brief Send a blocking message and wait for a response
*
* If and what the response is depends entirely on the message being sent and
* should be documented on the message.
*
* Under no circumestances shall the caller hold a lock when calling SendMsg as there's
* no guarantee what the receiver will do to answer the request.
*
* \param [in] messageId defined further up in this file
* \return meaning of the return varies based on the message
*/
int SendMsg(uint32_t messageId);
/*!
* \brief Send a blocking message and wait for a response
*
* If and what the response is depends entirely on the message being sent and
* should be documented on the message.
*
* Under no circumestances shall the caller hold a lock when calling SendMsg as there's
* no guarantee what the receiver will do to answer the request.
*
* \param [in] messageId defined further up in this file
* \param [in] param1 value depends on the message being sent
* \param [in] param2 value depends on the message being sent, defaults to -1
* \param [in] payload this is a void pointer that is meant to send larger objects to the receiver
* what to send depends on the message
* \return meaning of the return varies based on the message
*/
int SendMsg(uint32_t messageId, int param1, int param2 = -1, void* payload = nullptr);
/*!
* \brief Send a blocking message and wait for a response
*
* If and what the response is depends entirely on the message being sent and
* should be documented on the message.
*
* Under no circumestances shall the caller hold a lock when calling SendMsg as there's
* no guarantee what the receiver will do to answer the request.
*
* \param [in] messageId defined further up in this file
* \param [in] param1 value depends on the message being sent
* \param [in] param2 value depends on the message being sent
* \param [in,out] payload this is a void pointer that is meant to send larger objects to the receiver
* what to send depends on the message
* \param [in] strParam value depends on the message being sent, remains for backward compat
* \return meaning of the return varies based on the message
*/
int SendMsg(uint32_t messageId, int param1, int param2, void* payload, std::string strParam);
/*!
* \brief Send a blocking message and wait for a response
*
* If and what the response is depends entirely on the message being sent and
* should be documented on the message.
*
* Under no circumestances shall the caller hold a lock when calling SendMsg as there's
* no guarantee what the receiver will do to answer the request.
*
* \param [in] messageId defined further up in this file
* \param [in] param1 value depends on the message being sent
* \param [in] param2 value depends on the message being sent
* \param [in,out] payload this is a void pointer that is meant to send larger objects to the receiver
* what to send depends on the message
* \param [in] strParam value depends on the message being sent, remains for backward compat
* \param [in] params value depends on the message being sent, kept for backward compatibility
* \return meaning of the return varies based on the message
*/
int SendMsg(uint32_t messageId, int param1, int param2, void* payload, std::string strParam, std::vector<std::string> params);
/*!
* \brief Send a non-blocking message and return immediately
*
* If and what the response is depends entirely on the message being sent and
* should be documented on the message.
*
* \param [in] messageId defined further up in this file
*/
void PostMsg(uint32_t messageId);
/*!
* \brief Send a non-blocking message and return immediately
*
* If and what the response is depends entirely on the message being sent and
* should be documented on the message.
*
* \param [in] messageId defined further up in this file
* \param [in] param3 value depends on the message being sent
*/
void PostMsg(uint32_t messageId, int64_t param3);
/*!
* \brief Send a non-blocking message and return immediately
*
* If and what the response is depends entirely on the message being sent and
* should be documented on the message.
*
* \param [in] messageId defined further up in this file
* \param [in] param1 value depends on the message being sent
* \param [in] param2 value depends on the message being sent
* \param [in,out] payload this is a void pointer that is meant to send larger objects to the receiver
* what to send depends on the message
*/
void PostMsg(uint32_t messageId, int param1, int param2 = -1, void* payload = nullptr);
/*!
* \brief Send a non-blocking message and return immediately
*
* If and what the response is depends entirely on the message being sent and
* should be documented on the message.
*
* \param [in] messageId defined further up in this file
* \param [in] param1 value depends on the message being sent
* \param [in] param2 value depends on the message being sent
* \param [in,out] payload this is a void pointer that is meant to send larger objects to the receiver
* what to send depends on the message
* \param [in] strParam value depends on the message being sent, remains for backward compat
*/
void PostMsg(uint32_t messageId, int param1, int param2, void* payload, std::string strParam);
/*!
* \brief Send a non-blocking message and return immediately
*
* If and what the response is depends entirely on the message being sent and
* should be documented on the message.
*
* \param [in] messageId defined further up in this file
* \param [in] param1 value depends on the message being sent
* \param [in] param2 value depends on the message being sent
* \param [in,out] payload this is a void pointer that is meant to send larger objects to the receiver
* what to send depends on the message
* \param [in] strParam value depends on the message being sent, remains for backward compat
* \param [in] params value depends on the message being sent, kept for backward compatibility
*/
void PostMsg(uint32_t messageId, int param1, int param2, void* payload, std::string strParam, std::vector<std::string> params);
/*!
* \brief Called from any thread to dispatch messages
*/
void ProcessMessages();
/*!
* \brief Called from the UI thread to dispatch UI messages
* This is only of value to implementers of the message pump, do not rely on a specific thread
* being used other than that it's appropriate for UI messages
*/
void ProcessWindowMessages();
/*! \brief Send a GUIMessage, optionally waiting before it's processed to return.
* This is kept for backward compat and is just a convenience wrapper for for SendMsg and PostMsg
* specifically for UI messages
* \param msg the GUIMessage to send.
* \param windowID optional window to send the message to (defaults to no specified window).
* \param waitResult whether to wait for the result (defaults to false).
*/
void SendGUIMessage(const CGUIMessage &msg, int windowID = WINDOW_INVALID, bool waitResult=false);
/*!
* \brief This should be called any class implementing \sa IMessageTarget before it
* can receive any messages
*/
void RegisterReceiver(IMessageTarget* target);
/*!
* \brief Set the UI thread id to avoid messenger being dependent on
* CApplication to determine if marshaling is required
* \param thread The UI thread ID
*/
void SetGUIThread(const std::thread::id thread) { m_guiThreadId = thread; }
/*!
* \brief Set the processing thread id to avoid messenger being dependent on
* CApplication to determine if marshaling is required
* \param thread The processing thread ID
*/
void SetProcessThread(const std::thread::id thread) { m_processThreadId = thread; }
/*
* \brief Signals the shutdown of the application and message processing
*/
void Stop() { m_bStop = true; }
//! \brief Returns true if this is the process / app loop thread.
bool IsProcessThread() const;
private:
CApplicationMessenger(const CApplicationMessenger&) = delete;
CApplicationMessenger const& operator=(CApplicationMessenger const&) = delete;
int SendMsg(ThreadMessage&& msg, bool wait);
void ProcessMessage(ThreadMessage *pMsg);
std::queue<ThreadMessage*> m_vecMessages; /*!< queue for regular messages */
std::queue<ThreadMessage*> m_vecWindowMessages; /*!< queue for UI messages */
std::map<int, IMessageTarget*> m_mapTargets; /*!< a map of registered receivers indexed on the message mask*/
CCriticalSection m_critSection;
std::thread::id m_guiThreadId;
std::thread::id m_processThreadId;
bool m_bStop{ false };
};
}
}
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