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polybar/include/components/controller.hpp

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#pragma once
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#include <atomic>
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#include <mutex>
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#include <thread>
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#include "common.hpp"
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#include "components/eventloop.hpp"
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#include "components/types.hpp"
#include "events/signal_fwd.hpp"
#include "events/signal_receiver.hpp"
#include "settings.hpp"
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#include "utils/actions.hpp"
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#include "utils/file.hpp"
#include "x11/types.hpp"
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POLYBAR_NS
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// fwd decl {{{
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enum class alignment;
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class bar;
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class config;
class connection;
class inotify_watch;
class ipc;
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class logger;
class signal_emitter;
namespace modules {
struct module_interface;
} // namespace modules
using module_t = shared_ptr<modules::module_interface>;
using modulemap_t = std::map<alignment, vector<module_t>>;
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// }}}
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class controller : public signal_receiver<SIGN_PRIORITY_CONTROLLER, signals::eventqueue::exit_reload,
signals::eventqueue::notify_change, signals::eventqueue::notify_forcechange,
signals::eventqueue::check_state, signals::ipc::action, signals::ipc::command,
signals::ipc::hook, signals::ui::button_press, signals::ui::update_background> {
public:
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using make_type = unique_ptr<controller>;
static make_type make(unique_ptr<ipc>&& ipc);
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explicit controller(connection&, signal_emitter&, const logger&, const config&, unique_ptr<bar>&&, unique_ptr<ipc>&&);
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~controller();
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bool run(bool writeback, string snapshot_dst, bool confwatch);
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void trigger_action(string&& input_data);
void trigger_quit(bool reload);
void trigger_update(bool force);
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void stop(bool reload);
void signal_handler(int signum);
void conn_cb(uv_poll_event events);
void confwatch_handler(const char* fname, uv_fs_event events);
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void notifier_handler();
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void screenshot_handler();
protected:
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void trigger_notification();
void read_events(bool confwatch);
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void process_inputdata(string&& cmd);
bool process_update(bool force);
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void update_reload(bool reload);
bool on(const signals::eventqueue::notify_change& evt) override;
bool on(const signals::eventqueue::notify_forcechange& evt) override;
bool on(const signals::eventqueue::exit_reload& evt) override;
bool on(const signals::eventqueue::check_state& evt) override;
bool on(const signals::ui::button_press& evt) override;
bool on(const signals::ipc::action& evt) override;
bool on(const signals::ipc::command& evt) override;
bool on(const signals::ipc::hook& evt) override;
bool on(const signals::ui::update_background& evt) override;
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private:
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struct notifications_t {
bool quit;
bool reload;
bool update;
bool force_update;
string inputdata;
notifications_t() : quit(false), reload(false), update(false), force_update(false), inputdata(string{}) {}
};
size_t setup_modules(alignment align);
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bool forward_action(const actions_util::action& cmd);
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bool try_forward_legacy_action(const string& cmd);
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connection& m_connection;
signal_emitter& m_sig;
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const logger& m_log;
const config& m_conf;
unique_ptr<bar> m_bar;
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unique_ptr<ipc> m_ipc;
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std::unique_ptr<eventloop> eloop;
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/**
* Once this is set to true, 'eloop' and any uv handles can be used.
*/
std::atomic_bool m_eloop_ready{false};
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/**
* \brief Async handle to notify the eventloop
*
* This handle is used to notify the eventloop of changes which are not otherwise covered by other handles.
* E.g. click actions.
*/
AsyncHandle_t m_notifier{nullptr};
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/**
* Notification data for the controller.
*
* Triggers, potentially from other threads, update this structure and notify the controller through m_notifier.
*/
notifications_t m_notifications{};
/**
* \brief Protected m_notifications.
*
* All accesses to m_notifications must hold this mutex.
*/
std::mutex m_notification_mutex{};
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/**
* \brief Destination path of generated snapshot
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*/
string m_snapshot_dst;
/**
* \brief Controls weather the output gets printed to stdout
*/
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bool m_writeback{false};
/**
* \brief Loaded modules
*/
vector<module_t> m_modules;
/**
* \brief Loaded modules grouped by block
*/
modulemap_t m_blocks;
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/**
* \brief Flag to trigger reload after shutdown
*/
bool m_reload{false};
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};
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POLYBAR_NS_END