Create TactilityFreertos subproject (#440)
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#pragma once
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#include "kernel/Kernel.h"
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#include <Tactility/freertoscompat/RTOS.h>
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#include <functional>
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#include <memory>
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namespace tt {
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class ScopedLock;
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/** Represents a lock/mutex */
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class Lock {
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public:
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virtual ~Lock() = default;
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virtual bool lock(TickType_t timeout) const = 0;
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bool lock() const { return lock(kernel::MAX_TICKS); }
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virtual void unlock() const = 0;
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void withLock(TickType_t timeout, const std::function<void()>& onLockAcquired) const {
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if (lock(timeout)) {
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onLockAcquired();
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unlock();
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}
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}
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void withLock(TickType_t timeout, const std::function<void()>& onLockAcquired, const std::function<void()>& onLockFailure) const {
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if (lock(timeout)) {
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onLockAcquired();
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unlock();
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} else {
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onLockFailure();
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}
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}
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void withLock(const std::function<void()>& onLockAcquired) const { withLock(kernel::MAX_TICKS, onLockAcquired); }
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void withLock(const std::function<void()>& onLockAcquired, const std::function<void()>& onLockFailed) const { withLock(kernel::MAX_TICKS, onLockAcquired, onLockFailed); }
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ScopedLock asScopedLock() const;
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};
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/**
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* Represents a lockable instance that is scoped to a specific lifecycle.
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* Once the ScopedLock is destroyed, unlock() is called automatically.
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*
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* In other words:
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* You have to lock() this object manually, but unlock() happens automatically on destruction.
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*/
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class ScopedLock final : public Lock {
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const Lock& lockable;
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public:
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using Lock::lock;
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explicit ScopedLock(const Lock& lockable) : lockable(lockable) {}
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~ScopedLock() override {
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lockable.unlock(); // We don't care whether it succeeded or not
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}
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bool lock(TickType_t timeout) const override {
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return lockable.lock(timeout);
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}
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void unlock() const override {
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lockable.unlock();
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}
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};
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inline ScopedLock Lock::asScopedLock() const {
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return ScopedLock(*this);
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}
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}
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