// 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_OBJECT_WATCHER_H_ #define BASE_OBJECT_WATCHER_H_ #include #include "base/message_loop.h" namespace base { // 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! // class ObjectWatcher : public MessageLoop::DestructionObserver { public: class Delegate { public: virtual ~Delegate() {} // Called from the MessageLoop when a signaled object is detected. To // continue watching the object, AddWatch 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(); private: // Called on a background thread when done waiting. static void CALLBACK DoneWaiting(void* param, BOOLEAN timed_out); // MessageLoop::DestructionObserver implementation: virtual void WillDestroyCurrentMessageLoop(); // Internal state. struct Watch; Watch* watch_; DISALLOW_COPY_AND_ASSIGN(ObjectWatcher); }; } // namespace base #endif // BASE_OBJECT_WATCHER_H_