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license.botbf09a502008-08-24 00:55:551// Copyright (c) 2006-2008 The Chromium Authors. All rights reserved.
2// Use of this source code is governed by a BSD-style license that can be
3// found in the LICENSE file.
[email protected]295039bd2008-08-15 04:32:574
5#ifndef BASE_MESSAGE_PUMP_WIN_H_
6#define BASE_MESSAGE_PUMP_WIN_H_
7
8#include <vector>
9
10#include <windows.h>
11
12#include "base/lock.h"
13#include "base/message_pump.h"
14#include "base/observer_list.h"
15#include "base/time.h"
16
17namespace base {
18
19// MessagePumpWin implements a "traditional" Windows message pump. It contains
20// a nearly infinite loop that peeks out messages, and then dispatches them.
21// Intermixed with those peeks are callouts to DoWork for pending tasks,
22// DoDelayedWork for pending timers, and OnObjectSignaled for signaled objects.
23// When there are no events to be serviced, this pump goes into a wait state.
24// In most cases, this message pump handles all processing.
25//
26// However, when a task, or windows event, invokes on the stack a native dialog
27// box or such, that window typically provides a bare bones (native?) message
28// pump. That bare-bones message pump generally supports little more than a
29// peek of the Windows message queue, followed by a dispatch of the peeked
30// message. MessageLoop extends that bare-bones message pump to also service
31// Tasks, at the cost of some complexity.
32//
33// The basic structure of the extension (refered to as a sub-pump) is that a
34// special message, kMsgHaveWork, is repeatedly injected into the Windows
35// Message queue. Each time the kMsgHaveWork message is peeked, checks are
36// made for an extended set of events, including the availability of Tasks to
37// run.
38//
39// After running a task, the special message kMsgHaveWork is again posted to
40// the Windows Message queue, ensuring a future time slice for processing a
41// future event. To prevent flooding the Windows Message queue, care is taken
42// to be sure that at most one kMsgHaveWork message is EVER pending in the
43// Window's Message queue.
44//
45// There are a few additional complexities in this system where, when there are
46// no Tasks to run, this otherwise infinite stream of messages which drives the
47// sub-pump is halted. The pump is automatically re-started when Tasks are
48// queued.
49//
50// A second complexity is that the presence of this stream of posted tasks may
51// prevent a bare-bones message pump from ever peeking a WM_PAINT or WM_TIMER.
52// Such paint and timer events always give priority to a posted message, such as
53// kMsgHaveWork messages. As a result, care is taken to do some peeking in
54// between the posting of each kMsgHaveWork message (i.e., after kMsgHaveWork
55// is peeked, and before a replacement kMsgHaveWork is posted).
56//
57// NOTE: Although it may seem odd that messages are used to start and stop this
58// flow (as opposed to signaling objects, etc.), it should be understood that
59// the native message pump will *only* respond to messages. As a result, it is
60// an excellent choice. It is also helpful that the starter messages that are
61// placed in the queue when new task arrive also awakens DoRunLoop.
62//
63class MessagePumpWin : public MessagePump {
64 public:
65 // Used with WatchObject to asynchronously monitor the signaled state of a
66 // HANDLE object.
67 class Watcher {
68 public:
69 virtual ~Watcher() {}
70 // Called from MessageLoop::Run when a signalled object is detected.
71 virtual void OnObjectSignaled(HANDLE object) = 0;
72 };
73
74 // An Observer is an object that receives global notifications from the
75 // MessageLoop.
76 //
77 // NOTE: An Observer implementation should be extremely fast!
78 //
79 class Observer {
80 public:
81 virtual ~Observer() {}
82
83 // This method is called before processing a message.
84 // The message may be undefined in which case msg.message is 0
85 virtual void WillProcessMessage(const MSG& msg) = 0;
86
87 // This method is called when control returns from processing a UI message.
88 // The message may be undefined in which case msg.message is 0
89 virtual void DidProcessMessage(const MSG& msg) = 0;
90 };
91
92 // Dispatcher is used during a nested invocation of Run to dispatch events.
93 // If Run is invoked with a non-NULL Dispatcher, MessageLoop does not
94 // dispatch events (or invoke TranslateMessage), rather every message is
95 // passed to Dispatcher's Dispatch method for dispatch. It is up to the
96 // Dispatcher to dispatch, or not, the event.
97 //
98 // The nested loop is exited by either posting a quit, or returning false
99 // from Dispatch.
100 class Dispatcher {
101 public:
102 virtual ~Dispatcher() {}
103 // Dispatches the event. If true is returned processing continues as
104 // normal. If false is returned, the nested loop exits immediately.
105 virtual bool Dispatch(const MSG& msg) = 0;
106 };
107
108 MessagePumpWin();
109 ~MessagePumpWin();
110
111 // Have the current thread's message loop watch for a signaled object.
112 // Pass a null watcher to stop watching the object.
113 void WatchObject(HANDLE, Watcher*);
114
115 // Add an Observer, which will start receiving notifications immediately.
116 void AddObserver(Observer* observer);
117
118 // Remove an Observer. It is safe to call this method while an Observer is
119 // receiving a notification callback.
120 void RemoveObserver(Observer* observer);
121
122 // Give a chance to code processing additional messages to notify the
123 // message loop observers that another message has been processed.
124 void WillProcessMessage(const MSG& msg);
125 void DidProcessMessage(const MSG& msg);
126
127 // Applications can call this to encourage us to process all pending WM_PAINT
128 // messages. This method will process all paint messages the Windows Message
129 // queue can provide, up to some fixed number (to avoid any infinite loops).
130 void PumpOutPendingPaintMessages();
131
132 // Like MessagePump::Run, but MSG objects are routed through dispatcher.
133 void RunWithDispatcher(Delegate* delegate, Dispatcher* dispatcher);
134
135 // MessagePump methods:
136 virtual void Run(Delegate* delegate) { RunWithDispatcher(delegate, NULL); }
137 virtual void Quit();
138 virtual void ScheduleWork();
[email protected]b24250fc2008-08-20 06:30:58139 virtual void ScheduleDelayedWork(const Time& delayed_work_time);
[email protected]295039bd2008-08-15 04:32:57140
141 private:
142 struct RunState {
143 Delegate* delegate;
144 Dispatcher* dispatcher;
145
146 // Used to flag that the current Run() invocation should return ASAP.
147 bool should_quit;
148
149 // Used to count how many Run() invocations are on the stack.
150 int run_depth;
151 };
152
153 static LRESULT CALLBACK WndProcThunk(
154 HWND hwnd, UINT message, WPARAM wparam, LPARAM lparam);
155 void InitMessageWnd();
156 void HandleWorkMessage();
157 void HandleTimerMessage();
158 void DoRunLoop();
159 void WaitForWork();
160 bool ProcessNextWindowsMessage();
161 bool ProcessMessageHelper(const MSG& msg);
162 bool ProcessPumpReplacementMessage();
163 bool ProcessNextObject();
164 bool SignalWatcher(size_t object_index);
165 int GetCurrentDelay() const;
166
167 // A hidden message-only window.
168 HWND message_hwnd_;
169
170 // A vector of objects (and corresponding watchers) that are routinely
171 // serviced by this message pump.
172 std::vector<HANDLE> objects_;
173 std::vector<Watcher*> watchers_;
174
175 ObserverList<Observer> observers_;
176
177 // The time at which delayed work should run.
178 Time delayed_work_time_;
179
180 // A boolean value used to indicate if there is a kMsgDoWork message pending
181 // in the Windows Message queue. There is at most one such message, and it
182 // can drive execution of tasks when a native message pump is running.
183 LONG have_work_;
184
185 // State for the current invocation of Run.
186 RunState* state_;
187};
188
189} // namespace base
190
191#endif // BASE_MESSAGE_PUMP_WIN_H_
license.botbf09a502008-08-24 00:55:55192