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/*
* Copyright (C) 2010, 2014 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#pragma once
#include "AnimationFrameRate.h"
#include "PlatformScreen.h"
#include <optional>
namespace WebCore {
class DisplayRefreshMonitor;
class DisplayRefreshMonitorFactory;
struct DisplayUpdate;
class DisplayRefreshMonitorClient {
public:
DisplayRefreshMonitorClient();
virtual ~DisplayRefreshMonitorClient();
// Always called on the main thread.
virtual void displayRefreshFired() = 0;
virtual DisplayRefreshMonitorFactory* displayRefreshMonitorFactory() const = 0;
PlatformDisplayID displayID() const { return m_displayID.value(); }
bool hasDisplayID() const { return !!m_displayID; }
void setDisplayID(PlatformDisplayID displayID) { m_displayID = displayID; }
void setPreferredFramesPerSecond(FramesPerSecond);
FramesPerSecond preferredFramesPerSecond() const { return m_preferredFramesPerSecond; }
void setIsScheduled(bool isScheduled) { m_scheduled = isScheduled; }
bool isScheduled() const { return m_scheduled; }
void fireDisplayRefreshIfNeeded(const DisplayUpdate&);
private:
std::optional<PlatformDisplayID> m_displayID;
FramesPerSecond m_preferredFramesPerSecond { FullSpeedFramesPerSecond };
bool m_scheduled { false };
};
}