Home | History | Annotate | Download | only in win
      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 #pragma once
      8 
      9 #include <windows.h>
     10 
     11 #include "base/base_api.h"
     12 #include "base/message_loop.h"
     13 
     14 namespace base {
     15 namespace win {
     16 
     17 // A class that provides a means to asynchronously wait for a Windows object to
     18 // become signaled.  It is an abstraction around RegisterWaitForSingleObject
     19 // that provides a notification callback, OnObjectSignaled, that runs back on
     20 // the origin thread (i.e., the thread that called StartWatching).
     21 //
     22 // This class acts like a smart pointer such that when it goes out-of-scope,
     23 // UnregisterWaitEx is automatically called, and any in-flight notification is
     24 // suppressed.
     25 //
     26 // Typical usage:
     27 //
     28 //   class MyClass : public base::ObjectWatcher::Delegate {
     29 //    public:
     30 //     void DoStuffWhenSignaled(HANDLE object) {
     31 //       watcher_.StartWatching(object, this);
     32 //     }
     33 //     virtual void OnObjectSignaled(HANDLE object) {
     34 //       // OK, time to do stuff!
     35 //     }
     36 //    private:
     37 //     base::ObjectWatcher watcher_;
     38 //   };
     39 //
     40 // In the above example, MyClass wants to "do stuff" when object becomes
     41 // signaled.  ObjectWatcher makes this task easy.  When MyClass goes out of
     42 // scope, the watcher_ will be destroyed, and there is no need to worry about
     43 // OnObjectSignaled being called on a deleted MyClass pointer.  Easy!
     44 //
     45 class BASE_API ObjectWatcher : public MessageLoop::DestructionObserver {
     46  public:
     47   class Delegate {
     48    public:
     49     virtual ~Delegate() {}
     50     // Called from the MessageLoop when a signaled object is detected.  To
     51     // continue watching the object, AddWatch must be called again.
     52     virtual void OnObjectSignaled(HANDLE object) = 0;
     53   };
     54 
     55   ObjectWatcher();
     56   ~ObjectWatcher();
     57 
     58   // When the object is signaled, the given delegate is notified on the thread
     59   // where StartWatching is called.  The ObjectWatcher is not responsible for
     60   // deleting the delegate.
     61   //
     62   // Returns true if the watch was started.  Otherwise, false is returned.
     63   //
     64   bool StartWatching(HANDLE object, Delegate* delegate);
     65 
     66   // Stops watching.  Does nothing if the watch has already completed.  If the
     67   // watch is still active, then it is canceled, and the associated delegate is
     68   // not notified.
     69   //
     70   // Returns true if the watch was canceled.  Otherwise, false is returned.
     71   //
     72   bool StopWatching();
     73 
     74   // Returns the handle of the object being watched, or NULL if the object
     75   // watcher is stopped.
     76   HANDLE GetWatchedObject();
     77 
     78  private:
     79   // Called on a background thread when done waiting.
     80   static void CALLBACK DoneWaiting(void* param, BOOLEAN timed_out);
     81 
     82   // MessageLoop::DestructionObserver implementation:
     83   virtual void WillDestroyCurrentMessageLoop();
     84 
     85   // Internal state.
     86   struct Watch;
     87   Watch* watch_;
     88 
     89   DISALLOW_COPY_AND_ASSIGN(ObjectWatcher);
     90 };
     91 
     92 }  // namespace win
     93 }  // namespace base
     94 
     95 #endif  // BASE_OBJECT_WATCHER_H_
     96