Code:
/ Net / Net / 3.5.50727.3053 / DEVDIV / depot / DevDiv / releases / Orcas / SP / wpf / src / UIAutomation / Win32Providers / MS / Internal / AutomationProxies / MSAAWinEventWrap.cs / 1 / MSAAWinEventWrap.cs
//---------------------------------------------------------------------------- // //// Copyright (C) Microsoft Corporation. All rights reserved. // // // // 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 } } // File provided for Reference Use Only by Microsoft Corporation (c) 2007. // Copyright (c) Microsoft Corporation. All rights reserved. //---------------------------------------------------------------------------- // //// Copyright (C) Microsoft Corporation. All rights reserved. // // // // 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 } } // File provided for Reference Use Only by Microsoft Corporation (c) 2007. // Copyright (c) Microsoft Corporation. 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