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// Copyright 2015 Google Inc. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// A cross-platform base application engine that is used to manage the main
// event loop
#ifndef STARBOARD_SHARED_STARBOARD_APPLICATION_H_
#define STARBOARD_SHARED_STARBOARD_APPLICATION_H_
#include "starboard/atomic.h"
#include "starboard/condition_variable.h"
#include "starboard/event.h"
#include "starboard/log.h"
#include "starboard/player.h"
#include "starboard/shared/internal_only.h"
#include "starboard/shared/starboard/player/video_frame_internal.h"
#include "starboard/thread.h"
#include "starboard/time.h"
#include "starboard/types.h"
#include "starboard/window.h"
namespace starboard {
namespace shared {
namespace starboard {
// A small application framework for managing the application life-cycle, and
// dispatching events to the Starboard event handler, SbEventHandle.
class Application {
public:
// You can use a void(void *) function to signal that a state-transition event
// has completed.
typedef SbEventDataDestructor EventHandledCallback;
// Enumeration of states that the application can be in.
enum State {
// The initial Unstarted state.
kStateUnstarted,
// The normal foreground, fully-visible state after receiving the initial
// START event or after UNPAUSE from Paused.
kStateStarted,
// The background-but-visible or partially-obscured state after receiving an
// PAUSE event from Started or RESUME event from Suspended.
kStatePaused,
// The fully-obscured or about-to-be-terminated state after receiving a
// SUSPEND event in Paused.
kStateSuspended,
// The completely terminated state after receiving the STOP event in the
// Suspended state.
kStateStopped,
};
// Structure to keep track of scheduled events, also used as the data argument
// for kSbEventTypeScheduled Events.
struct TimedEvent {
TimedEvent(SbEventId eid,
SbEventCallback func,
void* data,
SbTimeMonotonic delay)
: id(eid),
callback(func),
context(data),
target_time(delay + SbTimeGetMonotonicNow()),
canceled(false) {}
SbEventId id;
SbEventCallback callback;
void* context;
SbTimeMonotonic target_time;
bool canceled;
};
// Destructor function that deletes the value as the parameterized type.
template <typename T>
static void DeleteDestructor(void* value) {
delete static_cast<T*>(value);
}
// Destructor function that deletes the value as an array of the
// parameterized type.
template <typename T>
static void DeleteArrayDestructor(void* value) {
delete[] static_cast<T*>(value);
}
// A Starboard event and its destructor. Takes ownership of the event, thus
// deleting the event and calling the destructor on its data when it is
// deleted.
struct Event {
Event(SbEventType type, void* data, SbEventDataDestructor destructor)
: event(new SbEvent()), destructor(destructor), error_level(0) {
event->type = type;
event->data = data;
}
explicit Event(TimedEvent* data)
: event(new SbEvent()),
destructor(&DeleteDestructor<TimedEvent>),
error_level(0) {
event->type = kSbEventTypeScheduled;
event->data = data;
}
~Event() {
if (destructor) {
destructor(event->data);
}
if (event) {
delete event;
}
}
SbEvent* event;
SbEventDataDestructor destructor;
int error_level;
};
Application();
virtual ~Application();
// Gets the current instance of the Application. DCHECKS if called before the
// application has been constructed.
static inline Application* Get() {
Application* instance = reinterpret_cast<Application*>(
SbAtomicAcquire_LoadPtr(reinterpret_cast<SbAtomicPtr*>(&g_instance)));
SB_DCHECK(instance);
return instance;
}
// Runs the application with the current thread as the Main Starboard Thread,
// blocking until application exit. This method will dispatch all appropriate
// initialization and teardown events. Returns the resulting error level.
int Run(int argc, char** argv);
// Signals that the application should transition from STARTED to PAUSED as
// soon as possible. Does nothing if already PAUSED or SUSPENDED. May be
// called from an external thread.
//
// |context|: A context value to pass to |callback| on event completion. Must
// not be NULL if callback is not NULL.
// |callback|: A function to call on event completion, from the main thread.
void Pause(void* context, EventHandledCallback callback);
// Signals that the application should transition to STARTED as soon as
// possible, moving through all required state transitions to get there. Does
// nothing if already STARTED. May be called from an external thread.
//
// |context|: A context value to pass to |callback| on event completion. Must
// not be NULL if callback is not NULL.
// |callback|: A function to call on event completion, from the main thread.
void Unpause(void* context, EventHandledCallback callback);
// Signals that the application should transition to SUSPENDED as soon as
// possible, moving through all required state transitions to get there. Does
// nothing if already SUSPENDED. May be called from an external thread.
//
// |context|: A context value to pass to |callback| on event completion. Must
// not be NULL if callback is not NULL.
// |callback|: A function to call on event completion, from the main thread.
void Suspend(void* context, EventHandledCallback callback);
// Signals that the application should transition to PAUSED from SUSPENDED as
// soon as possible. Does nothing if already PAUSED or STARTED. May be called
// from an external thread.
//
// |context|: A context value to pass to |callback| on event completion. Must
// not be NULL if callback is not NULL.
// |callback|: A function to call on event completion, from the main thread.
void Resume(void* context, EventHandledCallback callback);
// Signals that the application should gracefully terminate as soon as
// possible. Will transition through PAUSED and SUSPENDED to STOPPED as
// appropriate for the current state. May be called from an external thread.
void Stop(int error_level);
// Schedules an event into the event queue. May be called from an external
// thread.
SbEventId Schedule(SbEventCallback callback,
void* context,
SbTimeMonotonic delay);
// Cancels an event that was previously scheduled. May be called from an
// external thread.
void Cancel(SbEventId id);
#if SB_HAS(PLAYER) && SB_IS(PLAYER_PUNCHED_OUT)
// Handles receiving a new video frame of |player| from the media system. Only
// used when the application needs to composite video frames with punch-out
// video manually (should be rare). Will be called from an external thread.
void HandleFrame(SbPlayer player,
const player::VideoFrame& frame,
int x,
int y,
int width,
int height);
#endif // SB_HAS(PLAYER) && SB_IS(PLAYER_PUNCHED_OUT)
protected:
// Initializes any systems that need initialization before application
// start. Subclasses may override this method to run initialization code that
// must be run before application start event is handled.
virtual void Initialize() {}
// Tears down any systems that need tearing down before application
// termination. Subclasses may override this method to run teardown code that
// must be run after the application stop event is handled.
virtual void Teardown() {}
#if SB_HAS(PLAYER) && SB_IS(PLAYER_PUNCHED_OUT)
// Subclasses may override this method to accept video frames from the media
// system. Will be called from an external thread.
virtual void AcceptFrame(SbPlayer player,
const player::VideoFrame& frame,
int x,
int y,
int width,
int height) {}
#endif // SB_HAS(PLAYER) && SB_IS(PLAYER_PUNCHED_OUT)
// Blocks until the next event is available. Subclasses must implement this
// method to provide events for the platform. Gives ownership to the caller.
virtual Event* GetNextEvent() = 0;
// Injects an event into the queue, such that it will be returned from
// GetNextEvent(), giving ownership of the event. NULL is valid, and will just
// wake up the main loop. May be called from an external thread. Subclasses
// must implement this method.
virtual void Inject(Event* event) = 0;
// Injects a new TimedEvent into the scheduled event queue, passing
// ownership. May be called from an external thread.
virtual void InjectTimedEvent(TimedEvent* timed_event) = 0;
// Cancels the timed event associated with the given SbEventId, if it hasn't
// already fired. May be called from an external thread.
virtual void CancelTimedEvent(SbEventId event_id) = 0;
// Gets the next timed event that has met or passed its target time. Returns
// NULL if there are no due TimedEvents queued. Passes ownership to caller.
virtual TimedEvent* GetNextDueTimedEvent() = 0;
// Gets the next time that a TimedEvent is due. Returns
// SbTimeGetMonotonicNow() if the next TimedEvent is past due. Returns
// kSbTimeMax if there are no queued TimedEvents.
virtual SbTimeMonotonic GetNextTimedEventTargetTime() = 0;
// Sets the launch deep link string, if any, which is passed in the start
// event that initializes and starts Cobalt.
void SetStartLink(const char* start_link);
// Returns whether the current thread is the Application thread.
bool IsCurrentThread() const {
return SbThreadIsEqual(thread_, SbThreadGetCurrent());
}
// Returns the current application state.
State state() const { return state_; }
private:
// Dispatches |event| to the system event handler, taking ownership of the
// event. Returns whether to keep servicing the event queue, i.e. false means
// to abort the event queue.
bool DispatchAndDelete(Application::Event* event);
// The single application instance.
static Application* g_instance;
// The error_level set by the last call to Stop().
int error_level_;
// The thread that this application was created on, which is assumed to be the
// main thread.
SbThread thread_;
// The deep link included in the Start event sent to Cobalt. Initially NULL,
// derived classes may set it during initialization using |SetStartLink|.
char* start_link_;
// The current state that the application is in based on what events it has
// actually processed. Should only be accessed on the main thread.
State state_;
};
} // namespace starboard
} // namespace shared
} // namespace starboard
#endif // STARBOARD_SHARED_STARBOARD_APPLICATION_H_