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Unified Diff: base/object_watcher.h

Issue 5971008: move base/object_watcher into base/win and add the win namespace. Fixup calle... (Closed) Base URL: svn://chrome-svn/chrome/trunk/src/
Patch Set: Created 9 years, 12 months ago
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Index: base/object_watcher.h
===================================================================
--- base/object_watcher.h (revision 70358)
+++ base/object_watcher.h (working copy)
@@ -1,92 +0,0 @@
-// Copyright (c) 2006-2008 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_OBJECT_WATCHER_H_
-#define BASE_OBJECT_WATCHER_H_
-#pragma once
-
-#include <windows.h>
-
-#include "base/message_loop.h"
-
-namespace base {
-
-// 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 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 base
-
-#endif // BASE_OBJECT_WATCHER_H_
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