|  | // 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 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: | 
|  | virtual void WillDestroyCurrentMessageLoop(); | 
|  |  | 
|  | // 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_OBJECT_WATCHER_H_ |