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// Licensed to the .NET Foundation under one or more agreements.
// The .NET Foundation licenses this file to you under the MIT license.
// See the LICENSE file in the project root for more information.
//
//
// Description:
// Dynamic Renderering Dispatcher - Provides shared Dispatcher for off application
// Dispatcher inking support.
//
//
using System;
using System.Diagnostics;
using System.Collections.Specialized;
using System.Collections.Generic;
using System.Windows;
using System.Windows.Input;
using System.Windows.Media;
using System.Threading;
using System.Windows.Threading;
using MS.Utility;
using System.Security;
using MS.Internal;
namespace System.Windows.Input.StylusPlugIns
{
/// <summary>
/// Manager for the Dispatcher.ShutdownStarted event.
/// </summary>
// Note: this class should have the same visibility (public / internal /
// private) as the event it manages. If the event is not public, change
// the visibility of this class accordingly.
internal sealed class DispatcherShutdownStartedEventManager : WeakEventManager
{
#region Constructors
//
// Constructors
//
private DispatcherShutdownStartedEventManager()
{
}
#endregion Constructors
#region Public Methods
//
// Public Methods
//
/// <summary>
/// Add a listener to the given source's event.
/// </summary>
public static void AddListener(Dispatcher source, IWeakEventListener listener)
{
ArgumentNullException.ThrowIfNull(source);
ArgumentNullException.ThrowIfNull(listener);
CurrentManager.ProtectedAddListener(source, listener);
}
#endregion Public Methods
#region Protected Methods
//
// Protected Methods
//
/// <summary>
/// Listen to the given source for the event.
/// </summary>
protected override void StartListening(object source)
{
Dispatcher typedSource = (Dispatcher)source;
typedSource.ShutdownStarted += new EventHandler(OnShutdownStarted);
}
/// <summary>
/// Stop listening to the given source for the event.
/// </summary>
protected override void StopListening(object source)
{
Dispatcher typedSource = (Dispatcher)source;
typedSource.ShutdownStarted -= new EventHandler(OnShutdownStarted);
}
#endregion Protected Methods
#region Private Properties
//
// Private Properties
//
/// <summary>
/// get the event manager for the current thread
/// </summary>
private static DispatcherShutdownStartedEventManager CurrentManager
{
get
{
Type managerType = typeof(DispatcherShutdownStartedEventManager);
DispatcherShutdownStartedEventManager manager = (DispatcherShutdownStartedEventManager)GetCurrentManager(managerType);
// at first use, create and register a new manager
if (manager == null)
{
manager = new DispatcherShutdownStartedEventManager();
SetCurrentManager(managerType, manager);
}
return manager;
}
}
#endregion Private Properties
#region Private Methods
//
// Private Methods
//
// event handler for ShutdownStarted event
private void OnShutdownStarted(object sender, EventArgs args)
{
DeliverEvent(sender, args);
}
#endregion Private Methods
}
/////////////////////////////////////////////////////////////////////////
/// <summary>
/// This class provides a Dispatcher on a shared thread for use in real time inking. Each
/// instance of this class must call Dispose() in order to have this thread shut
/// down properly.
/// </summary>
internal class DynamicRendererThreadManager : IWeakEventListener, IDisposable
{
[ThreadStatic]
private static WeakReference _tsDRTMWeakRef;
internal static DynamicRendererThreadManager GetCurrentThreadInstance()
{
// Create the threadstatic DynamicRendererThreadManager as needed for calling thread.
// It only creates one
if (_tsDRTMWeakRef == null || _tsDRTMWeakRef.Target == null)
{
_tsDRTMWeakRef = new WeakReference(new DynamicRendererThreadManager());
}
return _tsDRTMWeakRef.Target as DynamicRendererThreadManager;
}
private volatile Dispatcher __inkingDispatcher; // Can be accessed from multiple threads.
private bool _disposed;
/// <summary>
/// Private contructor called by static method so that we can only ever create one of these per thread!
/// </summary>
private DynamicRendererThreadManager()
{
// Create the thread
DynamicRendererThreadManagerWorker worker = new DynamicRendererThreadManagerWorker();
__inkingDispatcher = worker.StartUpAndReturnDispatcher();
//
// Add a weak listener to the application dispatcher's ShutdownStarted event. So we can
// shut down our dynamic rendering thread gracefully when the app dispatcher is being shut down.
DispatcherShutdownStartedEventManager.AddListener(Dispatcher.CurrentDispatcher, this);
Debug.Assert(__inkingDispatcher != null); // We should have a valid ref here
}
// Finalizer - clean up thread
~DynamicRendererThreadManager()
{
Dispose(false);
}
/// <summary>
/// IDisposable.Dispose implementation.
/// </summary>
public void Dispose()
{
// NOTE: This object is internal to the DynamicRenderer and you really shouldn't call this.
// It's was added to be consistent with .NET design guidelines.
// Just let the finalizer do any required clean up work!
Dispose(true);
GC.SuppressFinalize(this);
}
/// <summary>
/// Handle events from the centralized event table
/// </summary>
bool IWeakEventListener.ReceiveWeakEvent(Type managerType, object sender, EventArgs args)
{
//NOTE: if DispatcherShutdownStartedEventManager is updated to listen
//to anything besides ShutdownStarted, you should disambiguate the event here
if (managerType == typeof(DispatcherShutdownStartedEventManager))
{
OnAppDispatcherShutdown(sender, args);
}
else
{
return false; // unrecognized event
}
return true;
}
/// <summary>
/// The app dispatcher Shutdown Handler
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void OnAppDispatcherShutdown(object sender, EventArgs e)
{
Dispatcher inkingDispatcher = __inkingDispatcher;
// Return from here if the inking dispathcer is gone already.
if (inkingDispatcher == null)
return;
// Mashal the Dispose call, which will shut down our Dynamic rendering thread, to the inking dispatcher.
inkingDispatcher.Invoke(DispatcherPriority.Send,
(DispatcherOperationCallback)delegate(object unused)
{
Dispose();
return null;
},
null);
}
/// <summary>
/// Handles disposing of internal object data.
/// </summary>
/// <param name="disposing">true when freeing managed and unmanaged resources; false if freeing just unmanaged resources.</param>
void Dispose(bool disposing)
{
if(!_disposed)
{
_disposed = true;
// Free up the thread
if (__inkingDispatcher != null && !Environment.HasShutdownStarted)
{
try
{
__inkingDispatcher.CriticalInvokeShutdown();
}
catch(System.ComponentModel.Win32Exception e)
{
if (e.NativeErrorCode != 1400) // ERROR_INVALID_WINDOW_HANDLE
{
// This is an unlocalized string but it only prints on the Debug Console
Debug.WriteLine(String.Format("Dispatcher.CriticalInvokeShutdown() Failed. Error={0}", e.NativeErrorCode));
}
}
finally
{
__inkingDispatcher = null;
}
}
}
GC.KeepAlive(this);
}
/// <summary>
/// Gets the inking thread dispatcher.
/// </summary>
internal Dispatcher ThreadDispatcher
{
get
{
return __inkingDispatcher;
}
}
// Helper class to manager the thread startup and thread proc. Needed in order to allow
// the DynamicRendererThreadManager to get garbage collected.
private class DynamicRendererThreadManagerWorker
{
private Dispatcher _dispatcher;
private AutoResetEvent _startupCompleted;
/// <summary>
/// Constructor.
/// </summary>
internal DynamicRendererThreadManagerWorker()
{
}
internal Dispatcher StartUpAndReturnDispatcher()
{
_startupCompleted = new AutoResetEvent(false);
Thread inkingThread = new Thread(new ThreadStart(InkingThreadProc));
inkingThread.SetApartmentState(ApartmentState.STA);
inkingThread.IsBackground = true; // Don't keep process alive if this thread still running.
inkingThread.Start();
_startupCompleted.WaitOne();
_startupCompleted.Close();
_startupCompleted = null;
return _dispatcher;
}
public void InkingThreadProc()
{
Thread.CurrentThread.Name = "DynamicRenderer";
// Now make sure we create the dispatcher.
_dispatcher = Dispatcher.CurrentDispatcher;
// Now we can signal that everything is set up.
_startupCompleted.Set();
// Now start the dispatcher message loop for this thread.
Dispatcher.Run();
}
}
}
}
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