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Diffstat (limited to 'base/message_pump_win.h')
-rw-r--r-- | base/message_pump_win.h | 216 |
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diff --git a/base/message_pump_win.h b/base/message_pump_win.h new file mode 100644 index 0000000..6699fde --- /dev/null +++ b/base/message_pump_win.h @@ -0,0 +1,216 @@ +// Copyright 2008, Google Inc. +// All rights reserved. +// +// Redistribution and use in source and binary forms, with or without +// modification, are permitted provided that the following conditions are +// met: +// +// * Redistributions of source code must retain the above copyright +// notice, this list of conditions and the following disclaimer. +// * Redistributions in binary form must reproduce the above +// copyright notice, this list of conditions and the following disclaimer +// in the documentation and/or other materials provided with the +// distribution. +// * Neither the name of Google Inc. nor the names of its +// contributors may be used to endorse or promote products derived from +// this software without specific prior written permission. +// +// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + +#ifndef BASE_MESSAGE_PUMP_WIN_H_ +#define BASE_MESSAGE_PUMP_WIN_H_ + +#include <vector> + +#include <windows.h> + +#include "base/lock.h" +#include "base/message_pump.h" +#include "base/observer_list.h" +#include "base/time.h" + +namespace base { + +// MessagePumpWin implements a "traditional" Windows message pump. It contains +// a nearly infinite loop that peeks out messages, and then dispatches them. +// Intermixed with those peeks are callouts to DoWork for pending tasks, +// DoDelayedWork for pending timers, and OnObjectSignaled for signaled objects. +// When there are no events to be serviced, this pump goes into a wait state. +// In most cases, this message pump handles all processing. +// +// However, when a task, or windows event, invokes on the stack a native dialog +// box or such, that window typically provides a bare bones (native?) message +// pump. That bare-bones message pump generally supports little more than a +// peek of the Windows message queue, followed by a dispatch of the peeked +// message. MessageLoop extends that bare-bones message pump to also service +// Tasks, at the cost of some complexity. +// +// The basic structure of the extension (refered to as a sub-pump) is that a +// special message, kMsgHaveWork, is repeatedly injected into the Windows +// Message queue. Each time the kMsgHaveWork message is peeked, checks are +// made for an extended set of events, including the availability of Tasks to +// run. +// +// After running a task, the special message kMsgHaveWork is again posted to +// the Windows Message queue, ensuring a future time slice for processing a +// future event. To prevent flooding the Windows Message queue, care is taken +// to be sure that at most one kMsgHaveWork message is EVER pending in the +// Window's Message queue. +// +// There are a few additional complexities in this system where, when there are +// no Tasks to run, this otherwise infinite stream of messages which drives the +// sub-pump is halted. The pump is automatically re-started when Tasks are +// queued. +// +// A second complexity is that the presence of this stream of posted tasks may +// prevent a bare-bones message pump from ever peeking a WM_PAINT or WM_TIMER. +// Such paint and timer events always give priority to a posted message, such as +// kMsgHaveWork messages. As a result, care is taken to do some peeking in +// between the posting of each kMsgHaveWork message (i.e., after kMsgHaveWork +// is peeked, and before a replacement kMsgHaveWork is posted). +// +// NOTE: Although it may seem odd that messages are used to start and stop this +// flow (as opposed to signaling objects, etc.), it should be understood that +// the native message pump will *only* respond to messages. As a result, it is +// an excellent choice. It is also helpful that the starter messages that are +// placed in the queue when new task arrive also awakens DoRunLoop. +// +class MessagePumpWin : public MessagePump { + public: + // Used with WatchObject to asynchronously monitor the signaled state of a + // HANDLE object. + class Watcher { + public: + virtual ~Watcher() {} + // Called from MessageLoop::Run when a signalled object is detected. + virtual void OnObjectSignaled(HANDLE object) = 0; + }; + + // An Observer is an object that receives global notifications from the + // MessageLoop. + // + // NOTE: An Observer implementation should be extremely fast! + // + class Observer { + public: + virtual ~Observer() {} + + // This method is called before processing a message. + // The message may be undefined in which case msg.message is 0 + virtual void WillProcessMessage(const MSG& msg) = 0; + + // This method is called when control returns from processing a UI message. + // The message may be undefined in which case msg.message is 0 + virtual void DidProcessMessage(const MSG& msg) = 0; + }; + + // Dispatcher is used during a nested invocation of Run to dispatch events. + // If Run is invoked with a non-NULL Dispatcher, MessageLoop does not + // dispatch events (or invoke TranslateMessage), rather every message is + // passed to Dispatcher's Dispatch method for dispatch. It is up to the + // Dispatcher to dispatch, or not, the event. + // + // The nested loop is exited by either posting a quit, or returning false + // from Dispatch. + class Dispatcher { + public: + virtual ~Dispatcher() {} + // Dispatches the event. If true is returned processing continues as + // normal. If false is returned, the nested loop exits immediately. + virtual bool Dispatch(const MSG& msg) = 0; + }; + + MessagePumpWin(); + ~MessagePumpWin(); + + // Have the current thread's message loop watch for a signaled object. + // Pass a null watcher to stop watching the object. + void WatchObject(HANDLE, Watcher*); + + // Add an Observer, which will start receiving notifications immediately. + void AddObserver(Observer* observer); + + // Remove an Observer. It is safe to call this method while an Observer is + // receiving a notification callback. + void RemoveObserver(Observer* observer); + + // Give a chance to code processing additional messages to notify the + // message loop observers that another message has been processed. + void WillProcessMessage(const MSG& msg); + void DidProcessMessage(const MSG& msg); + + // Applications can call this to encourage us to process all pending WM_PAINT + // messages. This method will process all paint messages the Windows Message + // queue can provide, up to some fixed number (to avoid any infinite loops). + void PumpOutPendingPaintMessages(); + + // Like MessagePump::Run, but MSG objects are routed through dispatcher. + void RunWithDispatcher(Delegate* delegate, Dispatcher* dispatcher); + + // MessagePump methods: + virtual void Run(Delegate* delegate) { RunWithDispatcher(delegate, NULL); } + virtual void Quit(); + virtual void ScheduleWork(); + virtual void ScheduleDelayedWork(const TimeDelta& delay); + + private: + struct RunState { + Delegate* delegate; + Dispatcher* dispatcher; + + // Used to flag that the current Run() invocation should return ASAP. + bool should_quit; + + // Used to count how many Run() invocations are on the stack. + int run_depth; + }; + + static LRESULT CALLBACK WndProcThunk( + HWND hwnd, UINT message, WPARAM wparam, LPARAM lparam); + void InitMessageWnd(); + void HandleWorkMessage(); + void HandleTimerMessage(); + void DoRunLoop(); + void WaitForWork(); + bool ProcessNextWindowsMessage(); + bool ProcessMessageHelper(const MSG& msg); + bool ProcessPumpReplacementMessage(); + bool ProcessNextObject(); + bool SignalWatcher(size_t object_index); + int GetCurrentDelay() const; + + // A hidden message-only window. + HWND message_hwnd_; + + // A vector of objects (and corresponding watchers) that are routinely + // serviced by this message pump. + std::vector<HANDLE> objects_; + std::vector<Watcher*> watchers_; + + ObserverList<Observer> observers_; + + // The time at which delayed work should run. + Time delayed_work_time_; + + // A boolean value used to indicate if there is a kMsgDoWork message pending + // in the Windows Message queue. There is at most one such message, and it + // can drive execution of tasks when a native message pump is running. + LONG have_work_; + + // State for the current invocation of Run. + RunState* state_; +}; + +} // namespace base + +#endif // BASE_MESSAGE_PUMP_WIN_H_ |