//-----------------------------------------------------------------------------
//
// WaitImpl.h
//
// WinRT implementation of a base class for objects we
// want to be able to wait for.
//
// Copyright (c) 2015 Microsoft Corporation
// All rights reserved.
//
// SOFTWARE NOTICE AND LICENSE
//
// This file is part of OpenZWave.
//
// OpenZWave is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation, either version 3 of the License,
// or (at your option) any later version.
//
// OpenZWave is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with OpenZWave. If not, see .
//
//-----------------------------------------------------------------------------
#ifndef _WaitImpl_H
#define _WaitImpl_H
#include
#include
#include "Defs.h"
#include "platform/Ref.h"
#include "platform/Wait.h"
namespace OpenZWave
{
namespace Internal
{
namespace Platform
{
/** \brief Windows specific implementation of Wait objects.
*/
class WaitImpl
{
private:
friend class Wait;
WaitImpl(Wait* _owner);
virtual ~WaitImpl();
void AddWatcher(Wait::pfnWaitNotification_t _callback, void* _context);
bool RemoveWatcher(Wait::pfnWaitNotification_t _callback, void* _context);
void Notify();
static int32 Multiple(Wait** _objects, uint32 _numObjects, int32 _timeout = -1);
WaitImpl(Wait const&); // prevent copy
WaitImpl& operator =(WaitImpl const&); // prevent assignment
struct Watcher
{
Wait::pfnWaitNotification_t m_callback;
void* m_context;
};
list m_watchers;
Wait* m_owner;
CRITICAL_SECTION m_criticalSection;
};
} // namespace Platform
} // namespace Internal
} // namespace OpenZWave
#endif //_WaitImpl_H