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Side by Side Diff: base/win/object_watcher.h

Issue 1446363003: Deleted OS_WIN and all Windows specific files from base. (Closed) Base URL: https://github.com/domokit/mojo.git@base_tests
Patch Set: Created 5 years, 1 month ago
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1 // Copyright (c) 2011 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4
5 #ifndef BASE_WIN_OBJECT_WATCHER_H_
6 #define BASE_WIN_OBJECT_WATCHER_H_
7
8 #include <windows.h>
9
10 #include "base/base_export.h"
11 #include "base/callback.h"
12 #include "base/memory/weak_ptr.h"
13 #include "base/message_loop/message_loop.h"
14
15 namespace base {
16 namespace win {
17
18 // A class that provides a means to asynchronously wait for a Windows object to
19 // become signaled. It is an abstraction around RegisterWaitForSingleObject
20 // that provides a notification callback, OnObjectSignaled, that runs back on
21 // the origin thread (i.e., the thread that called StartWatching).
22 //
23 // This class acts like a smart pointer such that when it goes out-of-scope,
24 // UnregisterWaitEx is automatically called, and any in-flight notification is
25 // suppressed.
26 //
27 // Typical usage:
28 //
29 // class MyClass : public base::ObjectWatcher::Delegate {
30 // public:
31 // void DoStuffWhenSignaled(HANDLE object) {
32 // watcher_.StartWatching(object, this);
33 // }
34 // virtual void OnObjectSignaled(HANDLE object) {
35 // // OK, time to do stuff!
36 // }
37 // private:
38 // base::ObjectWatcher watcher_;
39 // };
40 //
41 // In the above example, MyClass wants to "do stuff" when object becomes
42 // signaled. ObjectWatcher makes this task easy. When MyClass goes out of
43 // scope, the watcher_ will be destroyed, and there is no need to worry about
44 // OnObjectSignaled being called on a deleted MyClass pointer. Easy!
45 // If the object is already signaled before being watched, OnObjectSignaled is
46 // still called after (but not necessarily immediately after) watch is started.
47 //
48 class BASE_EXPORT ObjectWatcher : public MessageLoop::DestructionObserver {
49 public:
50 class BASE_EXPORT Delegate {
51 public:
52 virtual ~Delegate() {}
53 // Called from the MessageLoop when a signaled object is detected. To
54 // continue watching the object, StartWatching must be called again.
55 virtual void OnObjectSignaled(HANDLE object) = 0;
56 };
57
58 ObjectWatcher();
59 ~ObjectWatcher() override;
60
61 // When the object is signaled, the given delegate is notified on the thread
62 // where StartWatching is called. The ObjectWatcher is not responsible for
63 // deleting the delegate.
64 //
65 // Returns true if the watch was started. Otherwise, false is returned.
66 //
67 bool StartWatching(HANDLE object, Delegate* delegate);
68
69 // Stops watching. Does nothing if the watch has already completed. If the
70 // watch is still active, then it is canceled, and the associated delegate is
71 // not notified.
72 //
73 // Returns true if the watch was canceled. Otherwise, false is returned.
74 //
75 bool StopWatching();
76
77 // Returns true if currently watching an object.
78 bool IsWatching() const;
79
80 // Returns the handle of the object being watched.
81 HANDLE GetWatchedObject() const;
82
83 private:
84 // Called on a background thread when done waiting.
85 static void CALLBACK DoneWaiting(void* param, BOOLEAN timed_out);
86
87 void Signal(Delegate* delegate);
88
89 // MessageLoop::DestructionObserver implementation:
90 void WillDestroyCurrentMessageLoop() override;
91
92 // Internal state.
93 Closure callback_;
94 HANDLE object_; // The object being watched
95 HANDLE wait_object_; // Returned by RegisterWaitForSingleObject
96 MessageLoop* origin_loop_; // Used to get back to the origin thread
97
98 WeakPtrFactory<ObjectWatcher> weak_factory_;
99
100 DISALLOW_COPY_AND_ASSIGN(ObjectWatcher);
101 };
102
103 } // namespace win
104 } // namespace base
105
106 #endif // BASE_WIN_OBJECT_WATCHER_H_
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