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Unified 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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Index: base/win/object_watcher.h
diff --git a/base/win/object_watcher.h b/base/win/object_watcher.h
deleted file mode 100644
index d68d9350b3860f83ae726fc83d3cbbd75618aedc..0000000000000000000000000000000000000000
--- a/base/win/object_watcher.h
+++ /dev/null
@@ -1,106 +0,0 @@
-// 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_
-
-#include <windows.h>
-
-#include "base/base_export.h"
-#include "base/callback.h"
-#include "base/memory/weak_ptr.h"
-#include "base/message_loop/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!
-// If the object is already signaled before being watched, OnObjectSignaled is
-// still called after (but not necessarily immediately after) watch is started.
-//
-class BASE_EXPORT ObjectWatcher : public MessageLoop::DestructionObserver {
- public:
- class BASE_EXPORT Delegate {
- public:
- virtual ~Delegate() {}
- // Called from the MessageLoop when a signaled object is detected. To
- // continue watching the object, StartWatching must be called again.
- virtual void OnObjectSignaled(HANDLE object) = 0;
- };
-
- ObjectWatcher();
- ~ObjectWatcher() override;
-
- // 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 true if currently watching an object.
- bool IsWatching() const;
-
- // Returns the handle of the object being watched.
- HANDLE GetWatchedObject() const;
-
- private:
- // Called on a background thread when done waiting.
- static void CALLBACK DoneWaiting(void* param, BOOLEAN timed_out);
-
- void Signal(Delegate* delegate);
-
- // MessageLoop::DestructionObserver implementation:
- void WillDestroyCurrentMessageLoop() override;
-
- // Internal state.
- Closure callback_;
- HANDLE object_; // The object being watched
- HANDLE wait_object_; // Returned by RegisterWaitForSingleObject
- MessageLoop* origin_loop_; // Used to get back to the origin thread
-
- WeakPtrFactory<ObjectWatcher> weak_factory_;
-
- DISALLOW_COPY_AND_ASSIGN(ObjectWatcher);
-};
-
-} // namespace win
-} // namespace base
-
-#endif // BASE_WIN_OBJECT_WATCHER_H_
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