// Copyright (c) Microsoft Open Technologies, Inc. All rights reserved. See License.txt in the project root for license information.
#if !WINDOWS
using System.Reactive.Disposables;
using System.Threading;
namespace System.Reactive.Concurrency
{
///
/// Represents an object that schedules units of work on a .
///
///
/// This scheduler type is typically used indirectly through the and methods that use the Dispatcher on the calling thread.
///
public class DispatcherScheduler : LocalScheduler, ISchedulerPeriodic
{
///
/// Gets the scheduler that schedules work on the current .
///
[Obsolete(Constants_WindowsThreading.OBSOLETE_INSTANCE_PROPERTY)]
public static DispatcherScheduler Instance
{
get
{
return new DispatcherScheduler(
#if USE_SL_DISPATCHER
System.Windows.Deployment.Current.Dispatcher
#else
System.Windows.Threading.Dispatcher.CurrentDispatcher
#endif
);
}
}
///
/// Gets the scheduler that schedules work on the for the current thread.
///
public static DispatcherScheduler Current
{
get
{
#if USE_SL_DISPATCHER
return new DispatcherScheduler(System.Windows.Deployment.Current.Dispatcher);
#else
var dispatcher = System.Windows.Threading.Dispatcher.FromThread(Thread.CurrentThread);
if (dispatcher == null)
throw new InvalidOperationException(Strings_WindowsThreading.NO_DISPATCHER_CURRENT_THREAD);
return new DispatcherScheduler(dispatcher);
#endif
}
}
System.Windows.Threading.Dispatcher _dispatcher;
#if HAS_DISPATCHER_PRIORITY
System.Windows.Threading.DispatcherPriority _priority;
#endif
///
/// Constructs a DispatcherScheduler that schedules units of work on the given .
///
/// Dispatcher to schedule work on.
/// is null.
public DispatcherScheduler(System.Windows.Threading.Dispatcher dispatcher)
{
if (dispatcher == null)
throw new ArgumentNullException("dispatcher");
_dispatcher = dispatcher;
#if HAS_DISPATCHER_PRIORITY
_priority = Windows.Threading.DispatcherPriority.Normal;
#endif
}
#if HAS_DISPATCHER_PRIORITY
///
/// Constructs a DispatcherScheduler that schedules units of work on the given at the given priority.
///
/// Dispatcher to schedule work on.
/// Priority at which units of work are scheduled.
/// is null.
public DispatcherScheduler(System.Windows.Threading.Dispatcher dispatcher, System.Windows.Threading.DispatcherPriority priority)
{
if (dispatcher == null)
throw new ArgumentNullException("dispatcher");
_dispatcher = dispatcher;
_priority = priority;
}
#endif
///
/// Gets the associated with the DispatcherScheduler.
///
public System.Windows.Threading.Dispatcher Dispatcher
{
get { return _dispatcher; }
}
#if HAS_DISPATCHER_PRIORITY
///
/// Gets the priority at which work items will be dispatched.
///
public System.Windows.Threading.DispatcherPriority Priority
{
get { return _priority; }
}
#endif
///
/// Schedules an action to be executed on the dispatcher.
///
/// The type of the state passed to the scheduled action.
/// State passed to the action to be executed.
/// Action to be executed.
/// The disposable object used to cancel the scheduled action (best effort).
/// is null.
public override IDisposable Schedule(TState state, Func action)
{
if (action == null)
throw new ArgumentNullException("action");
var d = new SingleAssignmentDisposable();
_dispatcher.BeginInvoke(
new Action(() =>
{
if (!d.IsDisposed)
d.Disposable = action(this, state);
})
#if HAS_DISPATCHER_PRIORITY
, _priority
#endif
);
return d;
}
///
/// Schedules an action to be executed after dueTime on the dispatcher, using a object.
///
/// The type of the state passed to the scheduled action.
/// State passed to the action to be executed.
/// Action to be executed.
/// Relative time after which to execute the action.
/// The disposable object used to cancel the scheduled action (best effort).
/// is null.
public override IDisposable Schedule(TState state, TimeSpan dueTime, Func action)
{
if (action == null)
throw new ArgumentNullException("action");
var dt = Scheduler.Normalize(dueTime);
if (dt.Ticks == 0)
return Schedule(state, action);
var d = new MultipleAssignmentDisposable();
var timer = new System.Windows.Threading.DispatcherTimer(
#if HAS_DISPATCHER_PRIORITY
_priority, _dispatcher
#elif DESKTOPCLR40 // BACKWARDS COMPATIBILITY with v1.x
System.Windows.Threading.DispatcherPriority.Background, _dispatcher
#endif
);
timer.Tick += (s, e) =>
{
var t = Interlocked.Exchange(ref timer, null);
if (t != null)
{
try
{
d.Disposable = action(this, state);
}
finally
{
t.Stop();
action = null;
}
}
};
timer.Interval = dt;
timer.Start();
d.Disposable = Disposable.Create(() =>
{
var t = Interlocked.Exchange(ref timer, null);
if (t != null)
{
t.Stop();
action = (_, __) => Disposable.Empty;
}
});
return d;
}
///
/// Schedules a periodic piece of work on the dispatcher, using a object.
///
/// The type of the state passed to the scheduled action.
/// Initial state passed to the action upon the first iteration.
/// Period for running the work periodically.
/// Action to be executed, potentially updating the state.
/// The disposable object used to cancel the scheduled recurring action (best effort).
/// is null.
/// is less than TimeSpan.Zero.
public IDisposable SchedulePeriodic(TState state, TimeSpan period, Func action)
{
if (period < TimeSpan.Zero)
throw new ArgumentOutOfRangeException("period");
if (action == null)
throw new ArgumentNullException("action");
var timer = new System.Windows.Threading.DispatcherTimer(
#if HAS_DISPATCHER_PRIORITY
_priority, _dispatcher
#elif DESKTOPCLR40 // BACKWARDS COMPATIBILITY with v1.x
System.Windows.Threading.DispatcherPriority.Background, _dispatcher
#endif
);
var state1 = state;
timer.Tick += (s, e) =>
{
state1 = action(state1);
};
timer.Interval = period;
timer.Start();
return Disposable.Create(() =>
{
var t = Interlocked.Exchange(ref timer, null);
if (t != null)
{
t.Stop();
action = _ => _;
}
});
}
}
}
#endif