📄 cmclwaitablecollection.cpp
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//
// FILE: CMclWaitableCollection.cpp
//
// Copyright (c) 1997 by Aaron Michael Cohen and Mike Woodring
//
/////////////////////////////////////////////////////////////////////////
#include "CMclWaitableCollection.h"
CMclWaitableCollection::CMclWaitableCollection() {
m_lObjects = 0;
}
CMclWaitableCollection::~CMclWaitableCollection() {
// must implement virtual destructor...
return;
}
CMclWaitableCollection::CMclWaitableCollection(CMclWaitableCollection & rhs) {
// copy constructor uses assignment operator...
*this = rhs;
}
CMclWaitableCollection & CMclWaitableCollection::operator= (CMclWaitableCollection & rhs) {
for (int i = 0; i < rhs.m_lObjects; i++) {
m_aObjectHandles[i] = rhs.m_aObjectHandles[i];
}
m_lObjects = rhs.m_lObjects;
return *this;
}
LONG CMclWaitableCollection::GetCount(void) const {
return m_lObjects;
}
BOOL CMclWaitableCollection::AddObject(const CMclWaitableObject *pObject) {
// make sure that we are not full...
if (m_lObjects == MAXIMUM_WAIT_OBJECTS)
return FALSE;
// add the object's HANDLE to our wait list...
m_aObjectHandles[m_lObjects++] = pObject->GetHandle();
return TRUE;
}
BOOL CMclWaitableCollection::AddObject(const CMclWaitableObject & rObject) {
// make sure that we are not full...
if (m_lObjects == MAXIMUM_WAIT_OBJECTS)
return FALSE;
// add the object's HANDLE to our wait list...
m_aObjectHandles[m_lObjects++] = rObject.GetHandle();
return TRUE;
}
BOOL CMclWaitableCollection::AddObject(const HANDLE hHandle) {
// make sure that we are not full...
if (m_lObjects == MAXIMUM_WAIT_OBJECTS)
return FALSE;
// add the HANDLE to our wait list...
m_aObjectHandles[m_lObjects++] = hHandle;
return TRUE;
}
BOOL CMclWaitableCollection::AddCollection( const CMclWaitableCollection & rCollection) {
for (int i = 0; i < rCollection.m_lObjects; i++) {
if (!AddObject(rCollection.m_aObjectHandles[i]))
return FALSE;
}
return TRUE;
}
DWORD CMclWaitableCollection::Wait( BOOL bWaitAll, DWORD dwMilliseconds) const {
// check the number of objects...
if (m_lObjects == 0) {
return WAIT_FAILED;
}
// wait for the objects...
return ::WaitForMultipleObjects( m_lObjects, m_aObjectHandles, bWaitAll, dwMilliseconds);
}
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