// 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(); // 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 the handle of the object being watched, or NULL if the object // watcher is stopped. HANDLE GetWatchedObject(); 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: virtual void WillDestroyCurrentMessageLoop(); // Internal state. WeakPtrFactory<ObjectWatcher> weak_factory_; 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 DISALLOW_COPY_AND_ASSIGN(ObjectWatcher); }; } // namespace win } // namespace base #endif // BASE_OBJECT_WATCHER_H_