20#ifndef INCLUDED_VCL_TASK_HXX
21#define INCLUDED_VCL_TASK_HXX
40#define PRIO_COUNT (static_cast<int>(TaskPriority::LOWEST) + 1)
54 static void StartTimer( sal_uInt64 nMS );
58 virtual void SetDeletionFlags();
74 Task(
const char *pDebugName );
76 virtual ~Task() COVERITY_NOEXCEPT_FALSE;
77 Task& operator=( const
Task& rTask );
98 virtual void Start(
bool bStartTimer =
true);
virtual sal_uInt64 UpdateMinPeriod(sal_uInt64 nTimeNow) const =0
How long (in MS) until the Task is ready to be dispatched?
bool mbActive
Currently in the scheduler.
bool mbStatic
Is a static object.
const ImplSchedulerData * GetSchedulerData() const
const char * GetDebugName() const
const char * mpDebugName
Useful for debugging.
ImplSchedulerData * mpSchedulerData
Pointer to the element in scheduler list.
TaskPriority mePriority
Task priority.
void SetStatic()
This function must be called for static tasks, so the Task destructor ignores the scheduler mutex,...
TaskPriority mePriority
Task priority.
@ RESIZE
Resize runs before repaint, so we won't paint twice.
@ POST_PAINT
Everything running directly after painting.
@ DEFAULT_IDLE
Default idle priority.
@ LOWEST
Low, very idle cleanup tasks.
@ REPAINT
All repaint events should go in here.
@ HIGH_IDLE
Important idle events to be run before processing drawing events.
@ HIGHEST
These events should run very fast!