| // Copyright (c) 2011 The Chromium Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| |
| #ifndef BASE_MESSAGE_PUMP_WIN_H_ |
| #define BASE_MESSAGE_PUMP_WIN_H_ |
| #pragma once |
| |
| #include <windows.h> |
| |
| #include <list> |
| |
| #include "base/base_api.h" |
| #include "base/basictypes.h" |
| #include "base/message_pump.h" |
| #include "base/observer_list.h" |
| #include "base/time.h" |
| #include "base/win/scoped_handle.h" |
| |
| namespace base { |
| |
| // MessagePumpWin serves as the base for specialized versions of the MessagePump |
| // for Windows. It provides basic functionality like handling of observers and |
| // controlling the lifetime of the message pump. |
| class BASE_API MessagePumpWin : public MessagePump { |
| public: |
| // An Observer is an object that receives global notifications from the |
| // UI MessageLoop. |
| // |
| // NOTE: An Observer implementation should be extremely fast! |
| // |
| class Observer { |
| public: |
| virtual ~Observer() {} |
| |
| // This method is called before processing a message. |
| // The message may be undefined in which case msg.message is 0 |
| virtual void WillProcessMessage(const MSG& msg) = 0; |
| |
| // This method is called when control returns from processing a UI message. |
| // The message may be undefined in which case msg.message is 0 |
| virtual void DidProcessMessage(const MSG& msg) = 0; |
| }; |
| |
| // Dispatcher is used during a nested invocation of Run to dispatch events. |
| // If Run is invoked with a non-NULL Dispatcher, MessageLoop does not |
| // dispatch events (or invoke TranslateMessage), rather every message is |
| // passed to Dispatcher's Dispatch method for dispatch. It is up to the |
| // Dispatcher to dispatch, or not, the event. |
| // |
| // The nested loop is exited by either posting a quit, or returning false |
| // from Dispatch. |
| class Dispatcher { |
| public: |
| virtual ~Dispatcher() {} |
| // Dispatches the event. If true is returned processing continues as |
| // normal. If false is returned, the nested loop exits immediately. |
| virtual bool Dispatch(const MSG& msg) = 0; |
| }; |
| |
| MessagePumpWin() : have_work_(0), state_(NULL) {} |
| virtual ~MessagePumpWin() {} |
| |
| // Add an Observer, which will start receiving notifications immediately. |
| void AddObserver(Observer* observer); |
| |
| // Remove an Observer. It is safe to call this method while an Observer is |
| // receiving a notification callback. |
| void RemoveObserver(Observer* observer); |
| |
| // Give a chance to code processing additional messages to notify the |
| // message loop observers that another message has been processed. |
| void WillProcessMessage(const MSG& msg); |
| void DidProcessMessage(const MSG& msg); |
| |
| // Like MessagePump::Run, but MSG objects are routed through dispatcher. |
| void RunWithDispatcher(Delegate* delegate, Dispatcher* dispatcher); |
| |
| // MessagePump methods: |
| virtual void Run(Delegate* delegate) { RunWithDispatcher(delegate, NULL); } |
| virtual void Quit(); |
| |
| protected: |
| struct RunState { |
| Delegate* delegate; |
| Dispatcher* dispatcher; |
| |
| // Used to flag that the current Run() invocation should return ASAP. |
| bool should_quit; |
| |
| // Used to count how many Run() invocations are on the stack. |
| int run_depth; |
| }; |
| |
| virtual void DoRunLoop() = 0; |
| int GetCurrentDelay() const; |
| |
| ObserverList<Observer> observers_; |
| |
| // The time at which delayed work should run. |
| TimeTicks delayed_work_time_; |
| |
| // A boolean value used to indicate if there is a kMsgDoWork message pending |
| // in the Windows Message queue. There is at most one such message, and it |
| // can drive execution of tasks when a native message pump is running. |
| LONG have_work_; |
| |
| // State for the current invocation of Run. |
| RunState* state_; |
| }; |
| |
| //----------------------------------------------------------------------------- |
| // MessagePumpForUI extends MessagePumpWin with methods that are particular to a |
| // MessageLoop instantiated with TYPE_UI. |
| // |
| // MessagePumpForUI implements a "traditional" Windows message pump. It contains |
| // a nearly infinite loop that peeks out messages, and then dispatches them. |
| // Intermixed with those peeks are callouts to DoWork for pending tasks, and |
| // DoDelayedWork for pending timers. When there are no events to be serviced, |
| // this pump goes into a wait state. In most cases, this message pump handles |
| // all processing. |
| // |
| // However, when a task, or windows event, invokes on the stack a native dialog |
| // box or such, that window typically provides a bare bones (native?) message |
| // pump. That bare-bones message pump generally supports little more than a |
| // peek of the Windows message queue, followed by a dispatch of the peeked |
| // message. MessageLoop extends that bare-bones message pump to also service |
| // Tasks, at the cost of some complexity. |
| // |
| // The basic structure of the extension (refered to as a sub-pump) is that a |
| // special message, kMsgHaveWork, is repeatedly injected into the Windows |
| // Message queue. Each time the kMsgHaveWork message is peeked, checks are |
| // made for an extended set of events, including the availability of Tasks to |
| // run. |
| // |
| // After running a task, the special message kMsgHaveWork is again posted to |
| // the Windows Message queue, ensuring a future time slice for processing a |
| // future event. To prevent flooding the Windows Message queue, care is taken |
| // to be sure that at most one kMsgHaveWork message is EVER pending in the |
| // Window's Message queue. |
| // |
| // There are a few additional complexities in this system where, when there are |
| // no Tasks to run, this otherwise infinite stream of messages which drives the |
| // sub-pump is halted. The pump is automatically re-started when Tasks are |
| // queued. |
| // |
| // A second complexity is that the presence of this stream of posted tasks may |
| // prevent a bare-bones message pump from ever peeking a WM_PAINT or WM_TIMER. |
| // Such paint and timer events always give priority to a posted message, such as |
| // kMsgHaveWork messages. As a result, care is taken to do some peeking in |
| // between the posting of each kMsgHaveWork message (i.e., after kMsgHaveWork |
| // is peeked, and before a replacement kMsgHaveWork is posted). |
| // |
| // NOTE: Although it may seem odd that messages are used to start and stop this |
| // flow (as opposed to signaling objects, etc.), it should be understood that |
| // the native message pump will *only* respond to messages. As a result, it is |
| // an excellent choice. It is also helpful that the starter messages that are |
| // placed in the queue when new task arrive also awakens DoRunLoop. |
| // |
| class BASE_API MessagePumpForUI : public MessagePumpWin { |
| public: |
| // The application-defined code passed to the hook procedure. |
| static const int kMessageFilterCode = 0x5001; |
| |
| MessagePumpForUI(); |
| virtual ~MessagePumpForUI(); |
| |
| // MessagePump methods: |
| virtual void ScheduleWork(); |
| virtual void ScheduleDelayedWork(const TimeTicks& delayed_work_time); |
| |
| // Applications can call this to encourage us to process all pending WM_PAINT |
| // messages. This method will process all paint messages the Windows Message |
| // queue can provide, up to some fixed number (to avoid any infinite loops). |
| void PumpOutPendingPaintMessages(); |
| |
| private: |
| static LRESULT CALLBACK WndProcThunk( |
| HWND hwnd, UINT message, WPARAM wparam, LPARAM lparam); |
| virtual void DoRunLoop(); |
| void InitMessageWnd(); |
| void WaitForWork(); |
| void HandleWorkMessage(); |
| void HandleTimerMessage(); |
| bool ProcessNextWindowsMessage(); |
| bool ProcessMessageHelper(const MSG& msg); |
| bool ProcessPumpReplacementMessage(); |
| |
| // A hidden message-only window. |
| HWND message_hwnd_; |
| }; |
| |
| //----------------------------------------------------------------------------- |
| // MessagePumpForIO extends MessagePumpWin with methods that are particular to a |
| // MessageLoop instantiated with TYPE_IO. This version of MessagePump does not |
| // deal with Windows mesagges, and instead has a Run loop based on Completion |
| // Ports so it is better suited for IO operations. |
| // |
| class BASE_API MessagePumpForIO : public MessagePumpWin { |
| public: |
| struct IOContext; |
| |
| // Clients interested in receiving OS notifications when asynchronous IO |
| // operations complete should implement this interface and register themselves |
| // with the message pump. |
| // |
| // Typical use #1: |
| // // Use only when there are no user's buffers involved on the actual IO, |
| // // so that all the cleanup can be done by the message pump. |
| // class MyFile : public IOHandler { |
| // MyFile() { |
| // ... |
| // context_ = new IOContext; |
| // context_->handler = this; |
| // message_pump->RegisterIOHandler(file_, this); |
| // } |
| // ~MyFile() { |
| // if (pending_) { |
| // // By setting the handler to NULL, we're asking for this context |
| // // to be deleted when received, without calling back to us. |
| // context_->handler = NULL; |
| // } else { |
| // delete context_; |
| // } |
| // } |
| // virtual void OnIOCompleted(IOContext* context, DWORD bytes_transfered, |
| // DWORD error) { |
| // pending_ = false; |
| // } |
| // void DoSomeIo() { |
| // ... |
| // // The only buffer required for this operation is the overlapped |
| // // structure. |
| // ConnectNamedPipe(file_, &context_->overlapped); |
| // pending_ = true; |
| // } |
| // bool pending_; |
| // IOContext* context_; |
| // HANDLE file_; |
| // }; |
| // |
| // Typical use #2: |
| // class MyFile : public IOHandler { |
| // MyFile() { |
| // ... |
| // message_pump->RegisterIOHandler(file_, this); |
| // } |
| // // Plus some code to make sure that this destructor is not called |
| // // while there are pending IO operations. |
| // ~MyFile() { |
| // } |
| // virtual void OnIOCompleted(IOContext* context, DWORD bytes_transfered, |
| // DWORD error) { |
| // ... |
| // delete context; |
| // } |
| // void DoSomeIo() { |
| // ... |
| // IOContext* context = new IOContext; |
| // // This is not used for anything. It just prevents the context from |
| // // being considered "abandoned". |
| // context->handler = this; |
| // ReadFile(file_, buffer, num_bytes, &read, &context->overlapped); |
| // } |
| // HANDLE file_; |
| // }; |
| // |
| // Typical use #3: |
| // Same as the previous example, except that in order to deal with the |
| // requirement stated for the destructor, the class calls WaitForIOCompletion |
| // from the destructor to block until all IO finishes. |
| // ~MyFile() { |
| // while(pending_) |
| // message_pump->WaitForIOCompletion(INFINITE, this); |
| // } |
| // |
| class IOHandler { |
| public: |
| virtual ~IOHandler() {} |
| // This will be called once the pending IO operation associated with |
| // |context| completes. |error| is the Win32 error code of the IO operation |
| // (ERROR_SUCCESS if there was no error). |bytes_transfered| will be zero |
| // on error. |
| virtual void OnIOCompleted(IOContext* context, DWORD bytes_transfered, |
| DWORD error) = 0; |
| }; |
| |
| // An IOObserver is an object that receives IO notifications from the |
| // MessagePump. |
| // |
| // NOTE: An IOObserver implementation should be extremely fast! |
| class IOObserver { |
| public: |
| IOObserver() {} |
| |
| virtual void WillProcessIOEvent() = 0; |
| virtual void DidProcessIOEvent() = 0; |
| |
| protected: |
| virtual ~IOObserver() {} |
| }; |
| |
| // The extended context that should be used as the base structure on every |
| // overlapped IO operation. |handler| must be set to the registered IOHandler |
| // for the given file when the operation is started, and it can be set to NULL |
| // before the operation completes to indicate that the handler should not be |
| // called anymore, and instead, the IOContext should be deleted when the OS |
| // notifies the completion of this operation. Please remember that any buffers |
| // involved with an IO operation should be around until the callback is |
| // received, so this technique can only be used for IO that do not involve |
| // additional buffers (other than the overlapped structure itself). |
| struct IOContext { |
| OVERLAPPED overlapped; |
| IOHandler* handler; |
| }; |
| |
| MessagePumpForIO(); |
| virtual ~MessagePumpForIO() {} |
| |
| // MessagePump methods: |
| virtual void ScheduleWork(); |
| virtual void ScheduleDelayedWork(const TimeTicks& delayed_work_time); |
| |
| // Register the handler to be used when asynchronous IO for the given file |
| // completes. The registration persists as long as |file_handle| is valid, so |
| // |handler| must be valid as long as there is pending IO for the given file. |
| void RegisterIOHandler(HANDLE file_handle, IOHandler* handler); |
| |
| // Waits for the next IO completion that should be processed by |filter|, for |
| // up to |timeout| milliseconds. Return true if any IO operation completed, |
| // regardless of the involved handler, and false if the timeout expired. If |
| // the completion port received any message and the involved IO handler |
| // matches |filter|, the callback is called before returning from this code; |
| // if the handler is not the one that we are looking for, the callback will |
| // be postponed for another time, so reentrancy problems can be avoided. |
| // External use of this method should be reserved for the rare case when the |
| // caller is willing to allow pausing regular task dispatching on this thread. |
| bool WaitForIOCompletion(DWORD timeout, IOHandler* filter); |
| |
| void AddIOObserver(IOObserver* obs); |
| void RemoveIOObserver(IOObserver* obs); |
| |
| private: |
| struct IOItem { |
| IOHandler* handler; |
| IOContext* context; |
| DWORD bytes_transfered; |
| DWORD error; |
| }; |
| |
| virtual void DoRunLoop(); |
| void WaitForWork(); |
| bool MatchCompletedIOItem(IOHandler* filter, IOItem* item); |
| bool GetIOItem(DWORD timeout, IOItem* item); |
| bool ProcessInternalIOItem(const IOItem& item); |
| void WillProcessIOEvent(); |
| void DidProcessIOEvent(); |
| |
| // The completion port associated with this thread. |
| win::ScopedHandle port_; |
| // This list will be empty almost always. It stores IO completions that have |
| // not been delivered yet because somebody was doing cleanup. |
| std::list<IOItem> completed_io_; |
| |
| ObserverList<IOObserver> io_observers_; |
| }; |
| |
| } // namespace base |
| |
| #endif // BASE_MESSAGE_PUMP_WIN_H_ |