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// 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_