A cross-platform UI framework for .NET
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using System;
using Avalonia.Reactive;
namespace Avalonia.Threading;
/// <summary>
/// A timer that is integrated into the Dispatcher queues, and will
/// be processed after a given amount of time at a specified priority.
/// </summary>
public partial class DispatcherTimer
{
internal static int ActiveTimersCount { get; private set; }
/// <summary>
/// Creates a timer that uses theUI thread's Dispatcher2 to
/// process the timer event at background priority.
/// </summary>
public DispatcherTimer() : this(DispatcherPriority.Background)
{
}
/// <summary>
/// Creates a timer that uses the UI thread's Dispatcher2 to
/// process the timer event at the specified priority.
/// </summary>
/// <param name="priority">
/// The priority to process the timer at.
/// </param>
public DispatcherTimer(DispatcherPriority priority) : this(Threading.Dispatcher.UIThread, priority,
TimeSpan.FromMilliseconds(0))
{
}
/// <summary>
/// Creates a timer that uses the specified Dispatcher2 to
/// process the timer event at the specified priority.
/// </summary>
/// <param name="priority">
/// The priority to process the timer at.
/// </param>
/// <param name="dispatcher">
/// The dispatcher to use to process the timer.
/// </param>
internal DispatcherTimer(DispatcherPriority priority, Dispatcher dispatcher) : this(dispatcher, priority,
TimeSpan.FromMilliseconds(0))
{
}
/// <summary>
/// Creates a timer that uses the UI thread's Dispatcher2 to
/// process the timer event at the specified priority after the specified timeout.
/// </summary>
/// <param name="interval">
/// The interval to tick the timer after.
/// </param>
/// <param name="priority">
/// The priority to process the timer at.
/// </param>
/// <param name="callback">
/// The callback to call when the timer ticks.
/// </param>
public DispatcherTimer(TimeSpan interval, DispatcherPriority priority, EventHandler callback)
: this(Threading.Dispatcher.UIThread, priority, interval)
{
if (callback == null)
{
throw new ArgumentNullException(nameof(callback));
}
Tick += callback;
Start();
}
/// <summary>
/// Gets the dispatcher this timer is associated with.
/// </summary>
public Dispatcher Dispatcher
{
get { return _dispatcher; }
}
/// <summary>
/// Gets or sets whether the timer is running.
/// </summary>
public bool IsEnabled
{
get { return _isEnabled; }
set
{
lock (_instanceLock)
{
if (!value && _isEnabled)
{
Stop();
}
else if (value && !_isEnabled)
{
Start();
}
}
}
}
/// <summary>
/// Gets or sets the time between timer ticks.
/// </summary>
public TimeSpan Interval
{
get { return _interval; }
set
{
bool updateOSTimer = false;
if (value.TotalMilliseconds < 0)
throw new ArgumentOutOfRangeException(nameof(value),
"TimeSpan period must be greater than or equal to zero.");
if (value.TotalMilliseconds > Int32.MaxValue)
throw new ArgumentOutOfRangeException(nameof(value),
"TimeSpan period must be less than or equal to Int32.MaxValue.");
lock (_instanceLock)
{
_interval = value;
if (_isEnabled)
{
DueTimeInMs = _dispatcher.Now + (long)_interval.TotalMilliseconds;
updateOSTimer = true;
}
}
if (updateOSTimer)
{
_dispatcher.RescheduleTimers();
}
}
}
/// <summary>
/// Starts the timer.
/// </summary>
public void Start()
{
lock (_instanceLock)
{
if (!_isEnabled)
{
_isEnabled = true;
ActiveTimersCount++;
Restart();
}
}
}
/// <summary>
/// Stops the timer.
/// </summary>
public void Stop()
{
bool updateOSTimer = false;
lock (_instanceLock)
{
if (_isEnabled)
{
_isEnabled = false;
ActiveTimersCount--;
updateOSTimer = true;
// If the operation is in the queue, abort it.
if (_operation != null)
{
_operation.Abort();
_operation = null;
}
}
}
if (updateOSTimer)
{
_dispatcher.RemoveTimer(this);
}
}
/// <summary>
/// Starts a new timer.
/// </summary>
/// <param name="action">
/// The method to call on timer tick. If the method returns false, the timer will stop.
/// </param>
/// <param name="interval">The interval at which to tick.</param>
/// <param name="priority">The priority to use.</param>
/// <returns>An <see cref="IDisposable"/> used to cancel the timer.</returns>
public static IDisposable Run(Func<bool> action, TimeSpan interval, DispatcherPriority priority = default)
{
var timer = new DispatcherTimer(priority) { Interval = interval };
timer.Tick += (s, e) =>
{
if (!action())
{
timer.Stop();
}
};
timer.Start();
return Disposable.Create(() => timer.Stop());
}
/// <summary>
/// Runs a method once, after the specified interval.
/// </summary>
/// <param name="action">
/// The method to call after the interval has elapsed.
/// </param>
/// <param name="interval">The interval after which to call the method.</param>
/// <param name="priority">The priority to use.</param>
/// <returns>An <see cref="IDisposable"/> used to cancel the timer.</returns>
public static IDisposable RunOnce(
Action action,
TimeSpan interval,
DispatcherPriority priority = default)
{
interval = (interval != TimeSpan.Zero) ? interval : TimeSpan.FromTicks(1);
var timer = new DispatcherTimer(priority) { Interval = interval };
timer.Tick += (s, e) =>
{
action();
timer.Stop();
};
timer.Start();
return Disposable.Create(() => timer.Stop());
}
/// <summary>
/// Occurs when the specified timer interval has elapsed and the
/// timer is enabled.
/// </summary>
public event EventHandler? Tick;
/// <summary>
/// Any data that the caller wants to pass along with the timer.
/// </summary>
public object? Tag { get; set; }
internal DispatcherTimer(Dispatcher dispatcher, DispatcherPriority priority, TimeSpan interval)
{
if (dispatcher == null)
{
throw new ArgumentNullException(nameof(dispatcher));
}
DispatcherPriority.Validate(priority, "priority");
if (priority == DispatcherPriority.Inactive)
{
throw new ArgumentException("Specified priority is not valid.", nameof(priority));
}
if (interval.TotalMilliseconds < 0)
throw new ArgumentOutOfRangeException(nameof(interval), "TimeSpan period must be greater than or equal to zero.");
if (interval.TotalMilliseconds > Int32.MaxValue)
throw new ArgumentOutOfRangeException(nameof(interval),
"TimeSpan period must be less than or equal to Int32.MaxValue.");
_dispatcher = dispatcher;
_priority = priority;
_interval = interval;
}
private void Restart()
{
lock (_instanceLock)
{
if (_operation != null)
{
// Timer has already been restarted, e.g. Start was called form the Tick handler.
return;
}
// BeginInvoke a new operation.
_operation = _dispatcher.InvokeAsync(FireTick, DispatcherPriority.Inactive);
DueTimeInMs = _dispatcher.Now + (long)_interval.TotalMilliseconds;
if (_interval.TotalMilliseconds == 0 && _dispatcher.CheckAccess())
{
// shortcut - just promote the item now
Promote();
}
else
{
_dispatcher.AddTimer(this);
}
}
}
internal void Promote() // called from Dispatcher
{
lock (_instanceLock)
{
// Simply promote the operation to it's desired priority.
if (_operation != null)
{
_operation.Priority = _priority;
}
}
}
private void FireTick()
{
// The operation has been invoked, so forget about it.
_operation = null;
// The dispatcher thread is calling us because item's priority
// was changed from inactive to something else.
if (Tick != null)
{
Tick(this, EventArgs.Empty);
}
// If we are still enabled, start the timer again.
if (_isEnabled)
{
Restart();
}
}
// This is the object we use to synchronize access.
private readonly object _instanceLock = new object();
// Note: We cannot BE a dispatcher-affinity object because we can be
// created by a worker thread. We are still associated with a
// dispatcher (where we post the item) but we can be accessed
// by any thread.
private readonly Dispatcher _dispatcher;
private readonly DispatcherPriority _priority; // NOTE: should be Priority
private TimeSpan _interval;
private DispatcherOperation? _operation;
private bool _isEnabled;
// used by Dispatcher
internal long DueTimeInMs { get; private set; }
}