| Index: base/win/object_watcher.h
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| diff --git a/base/win/object_watcher.h b/base/win/object_watcher.h
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| deleted file mode 100644
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| index d68d9350b3860f83ae726fc83d3cbbd75618aedc..0000000000000000000000000000000000000000
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| --- a/base/win/object_watcher.h
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| +++ /dev/null
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| @@ -1,106 +0,0 @@
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| -// Copyright (c) 2011 The Chromium Authors. All rights reserved.
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| -// 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_
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| -
|
| -#include <windows.h>
|
| -
|
| -#include "base/base_export.h"
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| -#include "base/callback.h"
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| -#include "base/memory/weak_ptr.h"
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| -#include "base/message_loop/message_loop.h"
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| -
|
| -namespace base {
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| -namespace win {
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| -
|
| -// A class that provides a means to asynchronously wait for a Windows object to
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| -// become signaled. It is an abstraction around RegisterWaitForSingleObject
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| -// that provides a notification callback, OnObjectSignaled, that runs back on
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| -// the origin thread (i.e., the thread that called StartWatching).
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| -//
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| -// This class acts like a smart pointer such that when it goes out-of-scope,
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| -// UnregisterWaitEx is automatically called, and any in-flight notification is
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| -// suppressed.
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| -//
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| -// Typical usage:
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| -//
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| -// class MyClass : public base::ObjectWatcher::Delegate {
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| -// public:
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| -// void DoStuffWhenSignaled(HANDLE object) {
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| -// watcher_.StartWatching(object, this);
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| -// }
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| -// virtual void OnObjectSignaled(HANDLE object) {
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| -// // OK, time to do stuff!
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| -// }
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| -// private:
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| -// base::ObjectWatcher watcher_;
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| -// };
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| -//
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| -// In the above example, MyClass wants to "do stuff" when object becomes
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| -// signaled. ObjectWatcher makes this task easy. When MyClass goes out of
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| -// scope, the watcher_ will be destroyed, and there is no need to worry about
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| -// OnObjectSignaled being called on a deleted MyClass pointer. Easy!
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| -// If the object is already signaled before being watched, OnObjectSignaled is
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| -// still called after (but not necessarily immediately after) watch is started.
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| -//
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| -class BASE_EXPORT ObjectWatcher : public MessageLoop::DestructionObserver {
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| - public:
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| - class BASE_EXPORT Delegate {
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| - public:
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| - virtual ~Delegate() {}
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| - // Called from the MessageLoop when a signaled object is detected. To
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| - // continue watching the object, StartWatching must be called again.
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| - virtual void OnObjectSignaled(HANDLE object) = 0;
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| - };
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| -
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| - ObjectWatcher();
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| - ~ObjectWatcher() override;
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| -
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| - // When the object is signaled, the given delegate is notified on the thread
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| - // where StartWatching is called. The ObjectWatcher is not responsible for
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| - // deleting the delegate.
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| - //
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| - // Returns true if the watch was started. Otherwise, false is returned.
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| - //
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| - bool StartWatching(HANDLE object, Delegate* delegate);
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| -
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| - // Stops watching. Does nothing if the watch has already completed. If the
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| - // watch is still active, then it is canceled, and the associated delegate is
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| - // not notified.
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| - //
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| - // Returns true if the watch was canceled. Otherwise, false is returned.
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| - //
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| - bool StopWatching();
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| -
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| - // Returns true if currently watching an object.
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| - bool IsWatching() const;
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| -
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| - // Returns the handle of the object being watched.
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| - HANDLE GetWatchedObject() const;
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| -
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| - private:
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| - // Called on a background thread when done waiting.
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| - static void CALLBACK DoneWaiting(void* param, BOOLEAN timed_out);
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| -
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| - void Signal(Delegate* delegate);
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| -
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| - // MessageLoop::DestructionObserver implementation:
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| - void WillDestroyCurrentMessageLoop() override;
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| -
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| - // Internal state.
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| - Closure callback_;
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| - HANDLE object_; // The object being watched
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| - HANDLE wait_object_; // Returned by RegisterWaitForSingleObject
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| - MessageLoop* origin_loop_; // Used to get back to the origin thread
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| -
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| - WeakPtrFactory<ObjectWatcher> weak_factory_;
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| -
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| - DISALLOW_COPY_AND_ASSIGN(ObjectWatcher);
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| -};
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| -
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| -} // namespace win
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| -} // namespace base
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| -
|
| -#endif // BASE_WIN_OBJECT_WATCHER_H_
|
|
|