| File: System\Windows\Input\Stylus\Common\DynamicRendererThreadManager.cs | Web Access |
| Project: src\wpf\src\Microsoft.DotNet.Wpf\src\PresentationCore\PresentationCore.csproj (PresentationCore) |
// Licensed to the .NET Foundation under one or more agreements. // The .NET Foundation licenses this file to you under the MIT license. // // // Description: // Dynamic Renderering Dispatcher - Provides shared Dispatcher for off application // Dispatcher inking support. // // using System.Threading; using System.Windows.Threading; 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> private 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(); } } } }