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_ |