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[email protected]295039bd2008-08-15 04:32:571// Copyright 2008, Google Inc.
2// All rights reserved.
3//
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5// modification, are permitted provided that the following conditions are
6// met:
7//
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12// in the documentation and/or other materials provided with the
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17//
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29
30#ifndef BASE_MESSAGE_PUMP_WIN_H_
31#define BASE_MESSAGE_PUMP_WIN_H_
32
33#include <vector>
34
35#include <windows.h>
36
37#include "base/lock.h"
38#include "base/message_pump.h"
39#include "base/observer_list.h"
40#include "base/time.h"
41
42namespace base {
43
44// MessagePumpWin implements a "traditional" Windows message pump. It contains
45// a nearly infinite loop that peeks out messages, and then dispatches them.
46// Intermixed with those peeks are callouts to DoWork for pending tasks,
47// DoDelayedWork for pending timers, and OnObjectSignaled for signaled objects.
48// When there are no events to be serviced, this pump goes into a wait state.
49// In most cases, this message pump handles all processing.
50//
51// However, when a task, or windows event, invokes on the stack a native dialog
52// box or such, that window typically provides a bare bones (native?) message
53// pump. That bare-bones message pump generally supports little more than a
54// peek of the Windows message queue, followed by a dispatch of the peeked
55// message. MessageLoop extends that bare-bones message pump to also service
56// Tasks, at the cost of some complexity.
57//
58// The basic structure of the extension (refered to as a sub-pump) is that a
59// special message, kMsgHaveWork, is repeatedly injected into the Windows
60// Message queue. Each time the kMsgHaveWork message is peeked, checks are
61// made for an extended set of events, including the availability of Tasks to
62// run.
63//
64// After running a task, the special message kMsgHaveWork is again posted to
65// the Windows Message queue, ensuring a future time slice for processing a
66// future event. To prevent flooding the Windows Message queue, care is taken
67// to be sure that at most one kMsgHaveWork message is EVER pending in the
68// Window's Message queue.
69//
70// There are a few additional complexities in this system where, when there are
71// no Tasks to run, this otherwise infinite stream of messages which drives the
72// sub-pump is halted. The pump is automatically re-started when Tasks are
73// queued.
74//
75// A second complexity is that the presence of this stream of posted tasks may
76// prevent a bare-bones message pump from ever peeking a WM_PAINT or WM_TIMER.
77// Such paint and timer events always give priority to a posted message, such as
78// kMsgHaveWork messages. As a result, care is taken to do some peeking in
79// between the posting of each kMsgHaveWork message (i.e., after kMsgHaveWork
80// is peeked, and before a replacement kMsgHaveWork is posted).
81//
82// NOTE: Although it may seem odd that messages are used to start and stop this
83// flow (as opposed to signaling objects, etc.), it should be understood that
84// the native message pump will *only* respond to messages. As a result, it is
85// an excellent choice. It is also helpful that the starter messages that are
86// placed in the queue when new task arrive also awakens DoRunLoop.
87//
88class MessagePumpWin : public MessagePump {
89 public:
90 // Used with WatchObject to asynchronously monitor the signaled state of a
91 // HANDLE object.
92 class Watcher {
93 public:
94 virtual ~Watcher() {}
95 // Called from MessageLoop::Run when a signalled object is detected.
96 virtual void OnObjectSignaled(HANDLE object) = 0;
97 };
98
99 // An Observer is an object that receives global notifications from the
100 // MessageLoop.
101 //
102 // NOTE: An Observer implementation should be extremely fast!
103 //
104 class Observer {
105 public:
106 virtual ~Observer() {}
107
108 // This method is called before processing a message.
109 // The message may be undefined in which case msg.message is 0
110 virtual void WillProcessMessage(const MSG& msg) = 0;
111
112 // This method is called when control returns from processing a UI message.
113 // The message may be undefined in which case msg.message is 0
114 virtual void DidProcessMessage(const MSG& msg) = 0;
115 };
116
117 // Dispatcher is used during a nested invocation of Run to dispatch events.
118 // If Run is invoked with a non-NULL Dispatcher, MessageLoop does not
119 // dispatch events (or invoke TranslateMessage), rather every message is
120 // passed to Dispatcher's Dispatch method for dispatch. It is up to the
121 // Dispatcher to dispatch, or not, the event.
122 //
123 // The nested loop is exited by either posting a quit, or returning false
124 // from Dispatch.
125 class Dispatcher {
126 public:
127 virtual ~Dispatcher() {}
128 // Dispatches the event. If true is returned processing continues as
129 // normal. If false is returned, the nested loop exits immediately.
130 virtual bool Dispatch(const MSG& msg) = 0;
131 };
132
133 MessagePumpWin();
134 ~MessagePumpWin();
135
136 // Have the current thread's message loop watch for a signaled object.
137 // Pass a null watcher to stop watching the object.
138 void WatchObject(HANDLE, Watcher*);
139
140 // Add an Observer, which will start receiving notifications immediately.
141 void AddObserver(Observer* observer);
142
143 // Remove an Observer. It is safe to call this method while an Observer is
144 // receiving a notification callback.
145 void RemoveObserver(Observer* observer);
146
147 // Give a chance to code processing additional messages to notify the
148 // message loop observers that another message has been processed.
149 void WillProcessMessage(const MSG& msg);
150 void DidProcessMessage(const MSG& msg);
151
152 // Applications can call this to encourage us to process all pending WM_PAINT
153 // messages. This method will process all paint messages the Windows Message
154 // queue can provide, up to some fixed number (to avoid any infinite loops).
155 void PumpOutPendingPaintMessages();
156
157 // Like MessagePump::Run, but MSG objects are routed through dispatcher.
158 void RunWithDispatcher(Delegate* delegate, Dispatcher* dispatcher);
159
160 // MessagePump methods:
161 virtual void Run(Delegate* delegate) { RunWithDispatcher(delegate, NULL); }
162 virtual void Quit();
163 virtual void ScheduleWork();
164 virtual void ScheduleDelayedWork(const TimeDelta& delay);
165
166 private:
167 struct RunState {
168 Delegate* delegate;
169 Dispatcher* dispatcher;
170
171 // Used to flag that the current Run() invocation should return ASAP.
172 bool should_quit;
173
174 // Used to count how many Run() invocations are on the stack.
175 int run_depth;
176 };
177
178 static LRESULT CALLBACK WndProcThunk(
179 HWND hwnd, UINT message, WPARAM wparam, LPARAM lparam);
180 void InitMessageWnd();
181 void HandleWorkMessage();
182 void HandleTimerMessage();
183 void DoRunLoop();
184 void WaitForWork();
185 bool ProcessNextWindowsMessage();
186 bool ProcessMessageHelper(const MSG& msg);
187 bool ProcessPumpReplacementMessage();
188 bool ProcessNextObject();
189 bool SignalWatcher(size_t object_index);
190 int GetCurrentDelay() const;
191
192 // A hidden message-only window.
193 HWND message_hwnd_;
194
195 // A vector of objects (and corresponding watchers) that are routinely
196 // serviced by this message pump.
197 std::vector<HANDLE> objects_;
198 std::vector<Watcher*> watchers_;
199
200 ObserverList<Observer> observers_;
201
202 // The time at which delayed work should run.
203 Time delayed_work_time_;
204
205 // A boolean value used to indicate if there is a kMsgDoWork message pending
206 // in the Windows Message queue. There is at most one such message, and it
207 // can drive execution of tasks when a native message pump is running.
208 LONG have_work_;
209
210 // State for the current invocation of Run.
211 RunState* state_;
212};
213
214} // namespace base
215
216#endif // BASE_MESSAGE_PUMP_WIN_H_