📄 timer.cpp
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// ==++==
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// ==--==
// =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
//
// Timer.cpp
//
// Shared timer implementation.
//
// =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
#include "concrtinternal.h"
namespace Concurrency
{
namespace details
{
/// <summary>
/// A stub class that is friends with _Timer in order to avoid pulling in too many windows.h definitions into agents.h.
/// </summary>
class _TimerStub
{
public:
static VOID CALLBACK FireTimer(PVOID pTimer, BOOLEAN fTimedOut)
{
(reinterpret_cast<_Timer *>(pTimer))->_Fire();
}
};
/// <summary>
/// Constructs a new timer.
/// </summary>
/// <param name="_Ms">
/// The duration and period of the timer in milliseconds.
/// </param>
/// <param name="_FRepeating">
/// An indication of whether the timer is repeating (periodic) or not.
/// </param>
_Timer::_Timer(unsigned int _Ms, bool _FRepeating) :
_M_ms(_Ms),
_M_fRepeating(_FRepeating),
_M_hTimer(NULL)
{
}
/// <summary>
/// Starts the timer.
/// </summary>
void _Timer::_Start()
{
if (_M_hTimer == NULL)
{
if (!CreateTimerQueueTimer(&_M_hTimer,
GetSharedTimerQueue(),
&_TimerStub::FireTimer,
reinterpret_cast<PVOID> (this),
_M_ms,
_M_fRepeating ? _M_ms : 0,
WT_EXECUTEINTIMERTHREAD))
throw std::bad_alloc();
}
}
/// <summary>
/// Destroys the timer.
/// </summary>
_Timer::~_Timer()
{
if (_M_hTimer != NULL)
_Stop();
}
/// <summary>
/// Stops the timer.
/// </summary>
void _Timer::_Stop()
{
for(;;)
{
if (!DeleteTimerQueueTimer(GetSharedTimerQueue(), _M_hTimer, INVALID_HANDLE_VALUE))
{
if (GetLastError() == ERROR_IO_PENDING)
break;
}
else
break;
}
_M_hTimer = NULL;
}
} // namespace details
/// <summary>
/// Wait for a specified number of milliseconds
/// </summary>
_CRTIMP void _cdecl wait(unsigned int milliseconds)
{
if (milliseconds < 1)
{
Context::Yield();
}
else
{
class TimerObj : public _Timer
{
public:
TimerObj(unsigned int mS) : _Timer(mS, false)
{
m_pContext = Context::CurrentContext();
_Start();
Context::Block();
}
private:
virtual void _Fire()
{
m_pContext->Unblock();
}
Context *m_pContext;
} _t(milliseconds);
}
}
} // namespace Concurrency
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