/* Copyright Joyent, Inc. and other Node contributors. All rights reserved.
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to
 * deal in the Software without restriction, including without limitation the
 * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
 * sell copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
 * IN THE SOFTWARE.
 */

#include "uv.h"
#include "internal.h"

#define UV_LOOP_WATCHER_DEFINE(name, type)                                    \
  int uv_##name##_init(uv_loop_t* loop, uv_##name##_t* handle) {              \
    uv__handle_init(loop, (uv_handle_t*)handle, UV_##type);                   \
    handle->name##_cb = NULL;                                                 \
    return 0;                                                                 \
  }                                                                           \
                                                                              \
  int uv_##name##_start(uv_##name##_t* handle, uv_##name##_cb cb) {           \
    if (uv__is_active(handle)) return 0;                                      \
    if (cb == NULL)                                                           \
      return uv__set_artificial_error(handle->loop, UV_EINVAL);               \
    ngx_queue_insert_head(&handle->loop->name##_handles, &handle->queue);     \
    handle->name##_cb = cb;                                                   \
    uv__handle_start(handle);                                                 \
    return 0;                                                                 \
  }                                                                           \
                                                                              \
  int uv_##name##_stop(uv_##name##_t* handle) {                               \
    if (!uv__is_active(handle)) return 0;                                     \
    ngx_queue_remove(&handle->queue);                                         \
    uv__handle_stop(handle);                                                  \
    return 0;                                                                 \
  }                                                                           \
                                                                              \
  void uv__run_##name(uv_loop_t* loop) {                                      \
    uv_##name##_t* h;                                                         \
    ngx_queue_t* q;                                                           \
    ngx_queue_foreach(q, &loop->name##_handles) {                             \
      h = ngx_queue_data(q, uv_##name##_t, queue);                            \
      h->name##_cb(h, 0);                                                     \
    }                                                                         \
  }                                                                           \
                                                                              \
  void uv__##name##_close(uv_##name##_t* handle) {                            \
    uv_##name##_stop(handle);                                                 \
  }

UV_LOOP_WATCHER_DEFINE(prepare, PREPARE)
UV_LOOP_WATCHER_DEFINE(check, CHECK)
UV_LOOP_WATCHER_DEFINE(idle, IDLE)
