// Copyright (c) 2006-2008 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_MESSAGE_PUMP_WIN_H_ #define BASE_MESSAGE_PUMP_WIN_H_ #include #include #include "base/lock.h" #include "base/message_pump.h" #include "base/observer_list.h" #include "base/scoped_handle.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: // 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(); virtual ~MessagePumpWin(); // 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 Time& delayed_work_time); protected: 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); virtual void DoRunLoop() = 0; void InitMessageWnd(); void HandleWorkMessage(); void HandleTimerMessage(); bool ProcessNextWindowsMessage(); bool ProcessMessageHelper(const MSG& msg); bool ProcessPumpReplacementMessage(); int GetCurrentDelay() const; // A hidden message-only window. HWND message_hwnd_; ObserverList 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_; }; //----------------------------------------------------------------------------- // MessagePumpForUI extends MessagePumpWin with methods that are particular to a // MessageLoop instantiated with TYPE_UI. // class MessagePumpForUI : public MessagePumpWin { public: MessagePumpForUI() {} virtual ~MessagePumpForUI() {} private: virtual void DoRunLoop(); void WaitForWork(); }; //----------------------------------------------------------------------------- // MessagePumpForIO extends MessagePumpWin with methods that are particular to a // MessageLoop instantiated with TYPE_IO. // class MessagePumpForIO : public MessagePumpWin { 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; }; // Clients interested in receiving OS notifications when asynchronous IO // operations complete should implement this interface and register themselves // with the message pump. class IOHandler { public: virtual ~IOHandler() {} // This will be called once the pending IO operation associated with // |context| completes. |error| is the Win32 error code of the IO operation // (ERROR_SUCCESS if there was no error). |bytes_transfered| will be zero // on error. virtual void OnIOCompleted(OVERLAPPED* context, DWORD bytes_transfered, DWORD error) = 0; }; MessagePumpForIO() {} virtual ~MessagePumpForIO() {} // 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*); // Register the handler to be used when asynchronous IO for the given file // completes. The registration persists as long as |file_handle| is valid, so // |handler| must be valid as long as there is pending IO for the given file. void RegisterIOHandler(HANDLE file_handle, IOHandler* handler); // This is just a throw away function to ease transition to completion ports. // Pass NULL for handler to stop tracking this request. WARNING: cancellation // correctness is the responsibility of the caller. |context| must contain a // valid manual reset event, but the caller should not interact directly with // it. The registration can live across a single IO operation, or it can live // across multiple IO operations without having to reset it after each IO // completion callback. Internally, there will be a WatchObject registration // alive as long as this context registration is in effect. It is an error // to unregister a context that has not been registered before. void RegisterIOContext(OVERLAPPED* context, IOHandler* handler); private: virtual void DoRunLoop(); void WaitForWork(); bool ProcessNextObject(); bool SignalWatcher(size_t object_index); // A vector of objects (and corresponding watchers) that are routinely // serviced by this message pump. std::vector objects_; std::vector watchers_; // The completion port associated with this thread. ScopedHandle port_; }; } // namespace base #endif // BASE_MESSAGE_PUMP_WIN_H_