// 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 <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 Time& delayed_work_time);
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_