| // 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_WIN_OBJECT_WATCHER_H_ |
| #define BASE_WIN_OBJECT_WATCHER_H_ |
| #pragma once |
| |
| #include <windows.h> |
| |
| #include "base/base_api.h" |
| #include "base/message_loop.h" |
| |
| namespace base { |
| namespace win { |
| |
| // A class that provides a means to asynchronously wait for a Windows object to |
| // become signaled. It is an abstraction around RegisterWaitForSingleObject |
| // that provides a notification callback, OnObjectSignaled, that runs back on |
| // the origin thread (i.e., the thread that called StartWatching). |
| // |
| // This class acts like a smart pointer such that when it goes out-of-scope, |
| // UnregisterWaitEx is automatically called, and any in-flight notification is |
| // suppressed. |
| // |
| // Typical usage: |
| // |
| // class MyClass : public base::ObjectWatcher::Delegate { |
| // public: |
| // void DoStuffWhenSignaled(HANDLE object) { |
| // watcher_.StartWatching(object, this); |
| // } |
| // virtual void OnObjectSignaled(HANDLE object) { |
| // // OK, time to do stuff! |
| // } |
| // private: |
| // base::ObjectWatcher watcher_; |
| // }; |
| // |
| // In the above example, MyClass wants to "do stuff" when object becomes |
| // signaled. ObjectWatcher makes this task easy. When MyClass goes out of |
| // scope, the watcher_ will be destroyed, and there is no need to worry about |
| // OnObjectSignaled being called on a deleted MyClass pointer. Easy! |
| // |
| class BASE_API ObjectWatcher : public MessageLoop::DestructionObserver { |
| public: |
| class Delegate { |
| public: |
| virtual ~Delegate() {} |
| // Called from the MessageLoop when a signaled object is detected. To |
| // continue watching the object, AddWatch must be called again. |
| virtual void OnObjectSignaled(HANDLE object) = 0; |
| }; |
| |
| ObjectWatcher(); |
| ~ObjectWatcher(); |
| |
| // When the object is signaled, the given delegate is notified on the thread |
| // where StartWatching is called. The ObjectWatcher is not responsible for |
| // deleting the delegate. |
| // |
| // Returns true if the watch was started. Otherwise, false is returned. |
| // |
| bool StartWatching(HANDLE object, Delegate* delegate); |
| |
| // Stops watching. Does nothing if the watch has already completed. If the |
| // watch is still active, then it is canceled, and the associated delegate is |
| // not notified. |
| // |
| // Returns true if the watch was canceled. Otherwise, false is returned. |
| // |
| bool StopWatching(); |
| |
| // Returns the handle of the object being watched, or NULL if the object |
| // watcher is stopped. |
| HANDLE GetWatchedObject(); |
| |
| private: |
| // Called on a background thread when done waiting. |
| static void CALLBACK DoneWaiting(void* param, BOOLEAN timed_out); |
| |
| // MessageLoop::DestructionObserver implementation: |
| virtual void WillDestroyCurrentMessageLoop(); |
| |
| // Internal state. |
| struct Watch; |
| Watch* watch_; |
| |
| DISALLOW_COPY_AND_ASSIGN(ObjectWatcher); |
| }; |
| |
| } // namespace win |
| } // namespace base |
| |
| #endif // BASE_OBJECT_WATCHER_H_ |