| // 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 "base/win/windows_types.h" | 
 |  | 
 | #include "base/base_export.h" | 
 | #include "base/callback.h" | 
 | #include "base/macros.h" | 
 | #include "base/memory/ref_counted.h" | 
 | #include "base/memory/weak_ptr.h" | 
 | #include "base/sequenced_task_runner.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 sequence (i.e., the sequence 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. | 
 | // | 
 | // The waiting handle MUST NOT be closed while watching is in progress. If this | 
 | // handle is closed while the wait is still pending, the behavior is undefined | 
 | // (see MSDN:RegisterWaitForSingleObject). | 
 | // | 
 | // Typical usage: | 
 | // | 
 | //   class MyClass : public base::win::ObjectWatcher::Delegate { | 
 | //    public: | 
 | //     void DoStuffWhenSignaled(HANDLE object) { | 
 | //       watcher_.StartWatchingOnce(object, this); | 
 | //     } | 
 | //     void OnObjectSignaled(HANDLE object) override { | 
 | //       // OK, time to do stuff! | 
 | //     } | 
 | //    private: | 
 | //     base::win::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. | 
 | // | 
 | // NOTE: Except for the constructor, all public methods of this class must be | 
 | // called in sequence, in a scope where SequencedTaskRunnerHandle::IsSet(). | 
 | class BASE_EXPORT ObjectWatcher { | 
 |  public: | 
 |   class BASE_EXPORT Delegate { | 
 |    public: | 
 |     virtual ~Delegate() {} | 
 |     // Called from the sequence that started the watch 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 sequence | 
 |   // where StartWatchingOnce is called. The ObjectWatcher is not responsible for | 
 |   // deleting the delegate. | 
 |   // Returns whether watching was successfully initiated. | 
 |   bool StartWatchingOnce(HANDLE object, Delegate* delegate); | 
 |  | 
 |   // Notifies the delegate, on the sequence where this method is called, each | 
 |   // time the object is set. By definition, the handle must be an auto-reset | 
 |   // object. The caller must ensure that it (or any Windows system code) doesn't | 
 |   // reset the event or else the delegate won't be called. | 
 |   // Returns whether watching was successfully initiated. | 
 |   bool StartWatchingMultipleTimes(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); | 
 |  | 
 |   // Helper used by StartWatchingOnce and StartWatchingMultipleTimes. | 
 |   bool StartWatchingInternal(HANDLE object, Delegate* delegate, | 
 |                              bool execute_only_once); | 
 |  | 
 |   void Signal(Delegate* delegate); | 
 |  | 
 |   void Reset(); | 
 |  | 
 |   // A callback pre-bound to Signal() that is posted to the caller's task runner | 
 |   // when the wait completes. | 
 |   Closure callback_; | 
 |  | 
 |   // The object being watched. | 
 |   HANDLE object_ = nullptr; | 
 |  | 
 |   // The wait handle returned by RegisterWaitForSingleObject. | 
 |   HANDLE wait_object_ = nullptr; | 
 |  | 
 |   // The task runner of the sequence on which the watch was started. | 
 |   scoped_refptr<SequencedTaskRunner> task_runner_; | 
 |  | 
 |   bool run_once_ = true; | 
 |  | 
 |   WeakPtrFactory<ObjectWatcher> weak_factory_; | 
 |  | 
 |   DISALLOW_COPY_AND_ASSIGN(ObjectWatcher); | 
 | }; | 
 |  | 
 | }  // namespace win | 
 | }  // namespace base | 
 |  | 
 | #endif  // BASE_WIN_OBJECT_WATCHER_H_ |