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//---------------------------------------------------------------------------
//
// <copyright file="MSAAWinEventWrap.cs" company="Microsoft">
// Copyright (C) Microsoft Corporation. All rights reserved.
// </copyright>
//
//
// Description: Lightweight class to wrap Win32 WinEvents.
//
// THIS IS VIRTUALLY AN IDENTICAL COPY TO A FILE OF THE SAME NAME IN UIAUTOMATION!
// IF YOU FIX A
using System;
using System.Collections;
using System.Runtime.InteropServices;
using MS.Win32;
namespace MS.Internal.AutomationProxies
{
// Lightweight class to wrap Win32 WinEvents. Users of this class would
// inherit from MSAAWinEventWrap do the following:
// 1. Call the base constructor with a params array of event identifiers
// 2. Override WinEventProc to provide an implementation.
internal class MSAAWinEventWrap
{
//------------------------------------------------------
//
// Constructors
//
//------------------------------------------------------
#region Constructors
// ctor that takes a range of events
internal MSAAWinEventWrap(int eventMin, int eventMax)
{
_eventMin = eventMin;
_eventMax = eventMax;
_hHooks = new IntPtr[1];
Init();
}
~MSAAWinEventWrap()
{
Clear();
}
#endregion Constructors
//------------------------------------------------------
//
// Internal Methods
//
//------------------------------------------------------
#region Internal Methods
internal virtual void WinEventProc(int eventId, IntPtr hwnd, int idObject, int idChild)
{
// override this to provide an implementation
}
internal void Clear()
{
StopListening();
lock(this)
{
_clientCallbacks.Clear ();
}
if (_gchThis.IsAllocated)
{
_gchThis.Free();
}
}
internal void StartListening()
{
_fBusy = true;
{
// in a single hook, listen for a range of WinEvent types
_hHooks[0] = Misc.SetWinEventHook(_eventMin, _eventMax, IntPtr.Zero, _winEventProc, 0, 0, _fFlags);
if (_hHooks[0] == IntPtr.Zero)
{
StopListening();
}
}
_fBusy = false;
}
internal void StopListening()
{
// ASSUMPTION: Before StopListening is called, all callback delegates have been removed
// so that any events received while hooks are being removed become noops (since there's
// no handlers for them to call).
_fBusy = true;
for (int i=0;i<_hHooks.Length;i++)
{
if (_hHooks[i] != IntPtr.Zero)
{
Misc.UnhookWinEvent(_hHooks[i]);
_hHooks[i] = IntPtr.Zero;
}
}
if (_qEvents != null)
{
_qEvents.Clear();
}
_fBusy = false;
}
#endregion Internal Methods
//------------------------------------------------------
//
// Private Methods
//
//------------------------------------------------------
#region Private Methods
// queue winevents so that the get processed in the order we receive them. If we just
// dispatch them as we get them, we'll end up getting some _while_ we are processing others,
// and end up completing those events out of order, making the event order appear backwards.
// This code checks whether we are currently processing an event, and if so, queues it so that
// we process it when we're done with the current event.
private void WinEventReentrancyFilter(int winEventHook, int eventId, IntPtr hwnd, int idObject, int idChild, int eventThread, uint eventTime)
{
if (_fBusy)
{
_qEvents.Enqueue(new WinEvent(eventId, hwnd, idObject, idChild));
}
else
{
_fBusy = true;
try
{
WinEventProc( eventId, hwnd, idObject, idChild ); // deliver this event
}
catch (Exception e)
{
if (Misc.IsCriticalException(e))
{
throw;
}
// ignore exceptions for now since we've no way to let clients add exception handlers
}
while (_qEvents.Count > 0)
{
WinEvent winEvent = (WinEvent)_qEvents.Dequeue(); // process queued events
try
{
WinEventProc(winEvent._eventId, winEvent._hwnd, winEvent._idObject, winEvent._idChild);
}
catch (Exception e)
{
if (Misc.IsCriticalException(e))
{
throw;
}
// ignore exceptions for now since we've no way to let clients add exception handlers
}
}
_fBusy = false;
}
}
private void Init()
{
// Keep the garbage collector from moving things around
_winEventProc = new NativeMethods.WinEventProcDef(WinEventReentrancyFilter);
_gchThis = GCHandle.Alloc(_winEventProc);
_clientCallbacks = new ArrayList(2);
_qEvents = new Queue(16, (float)2.0); // (initial cap, growth factor)
_fFlags = NativeMethods.WINEVENT_OUTOFCONTEXT;
}
#endregion Private Methods
#region Internal Types
// ------------------------------------------------------
//
// Internal Types Declaration
//
// ------------------------------------------------------
// Function call to either the Start or Stop Listener
internal delegate void StartStopDelegate();
#endregion Internal Types
//------------------------------------------------------
//
// Private Fields
//
//------------------------------------------------------
#region Private Fields
private class WinEvent
{
internal WinEvent(int eventId, IntPtr hwnd, int idObject, int idChild)
{
_eventId = eventId;
_hwnd = hwnd;
_idObject = idObject;
_idChild = idChild;
}
public int _eventId;
public IntPtr _hwnd;
public int _idObject;
public int _idChild;
}
private Queue _qEvents; // Queue of events waiting to be processed
private int _eventMin; // minimum WinEvent type in range
private int _eventMax; // maximium WinEventType in range
private IntPtr [] _hHooks; // the returned handles(s) from SetWinEventHook
private bool _fBusy; // Flag indicating if we're busy processing
private int _fFlags; // SetWinEventHook flags
private GCHandle _gchThis; // GCHandle to keep GCs from moving this callback
private NativeMethods.WinEventProcDef _winEventProc; // the callback handed to USER for WinEvents
protected ArrayList _clientCallbacks; // the client callback interface objects
#endregion Private Fields
}
}
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