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//*********************************************************
//
// Copyright (c) Microsoft. All rights reserved.
// This code is licensed under the MIT License.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF
// ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED
// TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
// PARTICULAR PURPOSE AND NONINFRINGEMENT.
//
//*********************************************************
#ifndef __WIL_CPPWINRT_HELPERS_DEFINED
#define __WIL_CPPWINRT_HELPERS_DEFINED
/// @cond
namespace wil::details
{
struct dispatcher_RunAsync
{
template<typename Dispatcher, typename... Args>
static void Schedule(Dispatcher const& dispatcher, Args&&... args)
{
dispatcher.RunAsync(std::forward<Args>(args)...);
}
};
struct dispatcher_TryEnqueue
{
template<typename Dispatcher, typename... Args>
static void Schedule(Dispatcher const& dispatcher, Args&&... args)
{
dispatcher.TryEnqueue(std::forward<Args>(args)...);
}
};
template<typename Dispatcher> struct dispatcher_traits;
}
#if defined(_RESUMABLE_FUNCTIONS_SUPPORTED)
#include <experimental/coroutine>
namespace wil::details
{
template<typename T = void> using coroutine_handle = std::experimental::coroutine_handle<T>;
}
#elif defined(__cpp_lib_coroutine) && (__cpp_lib_coroutine >= 201902L)
#include <coroutine>
namespace wil::details
{
template<typename T = void> using coroutine_handle = std::coroutine_handle<T>;
}
#endif
/// @endcond
#if defined(_RESUMABLE_FUNCTIONS_SUPPORTED) || (defined(__cpp_lib_coroutine) && (__cpp_lib_coroutine >= 201902L))
/// @cond
namespace wil::details
{
struct dispatched_handler_state
{
details::coroutine_handle<> handle{};
bool orphaned = false;
};
struct dispatcher_handler
{
dispatcher_handler(dispatched_handler_state* state) : m_state(state) { }
dispatcher_handler(dispatcher_handler&& other) noexcept : m_state(std::exchange(other.m_state, {})) {}
~dispatcher_handler()
{
if (m_state && m_state->handle)
{
m_state->orphaned = true;
Complete();
}
}
void operator()()
{
Complete();
}
void Complete()
{
auto state = std::exchange(m_state, nullptr);
std::exchange(state->handle, {}).resume();
}
dispatched_handler_state* m_state;
};
}
/// @endcond
namespace wil
{
//! Resumes coroutine execution on the thread associated with the dispatcher, or throws
//! an exception (from an arbitrary thread) if unable. Supported dispatchers are
//! Windows.System.DispatcherQueue, Microsoft.System.DispatcherQueue,
//! Microsoft.UI.Dispatching.DispatcherQueue, and Windows.UI.Core.CoreDispatcher,
//! but you must include the corresponding <winrt/Namespace.h> header before including
//! wil\cppwinrt_helpers.h. It is okay to include wil\cppwinrt_helpers.h multiple times:
//! support will be enabled for any winrt/Namespace.h headers that were included since
//! the previous inclusion of wil\cppwinrt_headers.h.
template<typename Dispatcher>
[[nodiscard]] auto resume_foreground(Dispatcher const& dispatcher,
typename details::dispatcher_traits<Dispatcher>::Priority priority = details::dispatcher_traits<Dispatcher>::Priority::Normal)
{
using Traits = details::dispatcher_traits<Dispatcher>;
using Priority = typename Traits::Priority;
using Handler = typename Traits::Handler;
struct awaitable
{
awaitable(Dispatcher const& dispatcher, Priority priority) noexcept :
m_dispatcher(dispatcher),
m_priority(priority)
{
}
bool await_ready() const noexcept { return false; }
void await_suspend(details::coroutine_handle<> handle)
{
m_state.handle = handle;
Handler handler{ details::dispatcher_handler(&m_state) };
try
{
// The return value of Schedule is not reliable. Use the dispatcher_handler destructor
// to detect whether the work item failed to run.
Traits::Scheduler::Schedule(m_dispatcher, m_priority, handler);
}
catch (...)
{
m_state.handle = nullptr; // the exception will resume the coroutine, so the handler shouldn't do it
throw;
}
}
void await_resume() const
{
if (m_state.orphaned)
{
throw winrt::hresult_error(static_cast<winrt::hresult>(0x800701ab)); // HRESULT_FROM_WIN32(ERROR_NO_TASK_QUEUE)
}
}
private:
Dispatcher const& m_dispatcher;
Priority const m_priority;
details::dispatched_handler_state m_state;
};
return awaitable{ dispatcher, priority };
}
}
#endif // Coroutines are supported
#endif // __WIL_CPPWINRT_HELPERS_DEFINED
/// @cond
#if defined(WINRT_Windows_UI_Core_H) && !defined(__WIL_CPPWINRT_WINDOWS_UI_CORE_HELPERS)
#define __WIL_CPPWINRT_WINDOWS_UI_CORE_HELPERS
namespace wil::details
{
template<>
struct dispatcher_traits<winrt::Windows::UI::Core::CoreDispatcher>
{
using Priority = winrt::Windows::UI::Core::CoreDispatcherPriority;
using Handler = winrt::Windows::UI::Core::DispatchedHandler;
using Scheduler = dispatcher_RunAsync;
};
}
#endif // __WIL_CPPWINRT_WINDOWS_UI_CORE_HELPERS
#if defined(WINRT_Windows_System_H) && !defined(__WIL_CPPWINRT_WINDOWS_SYSTEM_HELPERS)
#define __WIL_CPPWINRT_WINDOWS_SYSTEM_HELPERS
namespace wil::details
{
template<>
struct dispatcher_traits<winrt::Windows::System::DispatcherQueue>
{
using Priority = winrt::Windows::System::DispatcherQueuePriority;
using Handler = winrt::Windows::System::DispatcherQueueHandler;
using Scheduler = dispatcher_TryEnqueue;
};
}
#endif // __WIL_CPPWINRT_WINDOWS_SYSTEM_HELPERS
#if defined(WINRT_Microsoft_System_H) && !defined(__WIL_CPPWINRT_MICROSOFT_SYSTEM_HELPERS)
#define __WIL_CPPWINRT_MICROSOFT_SYSTEM_HELPERS
namespace wil::details
{
template<>
struct dispatcher_traits<winrt::Microsoft::System::DispatcherQueue>
{
using Priority = winrt::Microsoft::System::DispatcherQueuePriority;
using Handler = winrt::Microsoft::System::DispatcherQueueHandler;
using Scheduler = dispatcher_TryEnqueue;
};
}
#endif // __WIL_CPPWINRT_MICROSOFT_SYSTEM_HELPERS
#if defined(WINRT_Microsoft_UI_Dispatching_H) && !defined(__WIL_CPPWINRT_MICROSOFT_UI_DISPATCHING_HELPERS)
#define __WIL_CPPWINRT_MICROSOFT_UI_DISPATCHING_HELPERS
namespace wil::details
{
template<>
struct dispatcher_traits<winrt::Microsoft::UI::Dispatching::DispatcherQueue>
{
using Priority = winrt::Microsoft::UI::Dispatching::DispatcherQueuePriority;
using Handler = winrt::Microsoft::UI::Dispatching::DispatcherQueueHandler;
using Scheduler = dispatcher_TryEnqueue;
};
}
#endif // __WIL_CPPWINRT_MICROSOFT_UI_DISPATCHING_HELPERS
/// @endcond
#if defined(WINRT_Windows_Foundation_Collections_H) && !defined(__WIL_CPPWINRT_WINDOWS_FOUNDATION_COLLECTION_HELPERS)
#define __WIL_CPPWINRT_WINDOWS_FOUNDATION_COLLECTION_HELPERS
namespace wil
{
/// @cond
namespace details
{
template<typename T> struct is_winrt_vector_like {
private:
template <typename U,
typename = decltype(std::declval<U>().GetMany(std::declval<U>().Size(),
winrt::array_view<decltype(std::declval<U>().GetAt(0))>{}))>
static constexpr bool get_value(int) { return true; }
template <typename> static constexpr bool get_value(...) { return false; }
public:
static constexpr bool value = get_value<T>(0);
};
template<typename T> struct is_winrt_iterator_like {
private:
template <typename U,
typename = decltype(std::declval<U>().GetMany(winrt::array_view<decltype(std::declval<U>().Current())>{}))>
static constexpr bool get_value(int) { return true; }
template <typename> static constexpr bool get_value(...) { return false; }
public:
static constexpr bool value = get_value<T>(0);
};
template<typename T> constexpr T empty() noexcept
{
if constexpr (std::is_base_of_v<winrt::Windows::Foundation::IUnknown, T>)
{
return nullptr;
}
else
{
return {};
}
}
}
/// @endcond
/** Converts C++ / WinRT vectors, iterators, and iterables to std::vector by requesting the
collection's data in bulk. This can be more efficient in terms of IPC cost than iteratively
processing the collection.
~~~
winrt::IVector<winrt::hstring> collection = GetCollection();
std::vector<winrt::hstring> allData = wil::to_vector(collection); // read all data from collection
for (winrt::hstring const& item : allData)
{
// use item
}
~~~
Can be used for IVector<T>, IVectorView<T>, IIterable<T>, IIterator<T>, and any type or
interface that C++/WinRT projects those interfaces for (PropertySet, IMap<T,K>, etc.)
Iterable-only types fetch content in units of 64. When used with an iterator, the returned
vector contains the iterator's current position and any others after it.
*/
template<typename TSrc> auto to_vector(TSrc const& src)
{
if constexpr (details::is_winrt_vector_like<TSrc>::value)
{
using T = decltype(src.GetAt(0));
std::vector<T> result;
if (auto expected = src.Size())
{
result.resize(expected + 1, details::empty<T>());
auto actual = src.GetMany(0, result);
if (actual > expected)
{
throw winrt::hresult_changed_state();
}
result.resize(actual);
}
return result;
}
else if constexpr (details::is_winrt_iterator_like<TSrc>::value)
{
using T = decltype(src.Current());
std::vector<T> result;
constexpr uint32_t chunkSize = 64;
while (true)
{
auto const lastSize = result.size();
result.resize(lastSize + chunkSize, details::empty<T>());
auto fetched = src.GetMany({result.data() + lastSize, result.data() + lastSize + chunkSize });
if (fetched < chunkSize)
{
result.resize(lastSize + fetched);
break;
}
}
return result;
}
else
{
return to_vector(src.First());
}
}
}
#endif
#if defined(WINRT_Windows_UI_H) && defined(_WINDOWS_UI_INTEROP_H_) && !defined(__WIL_CPPWINRT_WINDOWS_UI_INTEROP_HELPERS)
#define __WIL_CPPWINRT_WINDOWS_UI_INTEROP_HELPERS
#if !defined(____x_ABI_CWindows_CFoundation_CIClosable_FWD_DEFINED__) && !defined(MIDL_NS_PREFIX)
#pragma push_macro("ABI")
#undef ABI
#define ABI
#endif
namespace wil
{
#if defined(NTDDI_VERSION) && (NTDDI_VERSION >= NTDDI_WIN10_CU)
//! The following methods require that you include both <winrt/Windows.UI.h>
//! <Windows.UI.Interop.h> before including wil/cppwinrt_helpers.h, and that NTDDI_VERSION
//! is at least NTDDI_WIN10_CU. It is okay to include wil\cppwinrt_helpers.h multiple times:
//! support will be enabled for any headers that were included since the previous inclusion
//! of wil\cppwinrt_headers.h.
inline winrt::Windows::UI::WindowId GetWindowIdFromWindow(HWND hwnd)
{
ABI::Windows::UI::WindowId abiWindowId;
winrt::check_hresult(::GetWindowIdFromWindow(hwnd, &abiWindowId));
return winrt::Windows::UI::WindowId{ abiWindowId.Value };
}
inline HWND GetWindowFromWindowId(winrt::Windows::UI::WindowId windowId)
{
HWND hwnd;
winrt::check_hresult(::GetWindowFromWindowId({ windowId.Value }, &hwnd));
return hwnd;
}
#endif /*defined(NTDDI_VERSION) && (NTDDI_VERSION >= NTDDI_WIN10_CU)*/
}
#if !defined(____x_ABI_CWindows_CFoundation_CIClosable_FWD_DEFINED__) && !defined(MIDL_NS_PREFIX)
#pragma pop_macro("ABI")
#endif
#endif // __WIL_CPPWINRT_WINDOWS_UI_INTEROP_HELPERS
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