initial checkin of yaulw (locally)

This commit is contained in:
Donald Duck
2016-02-15 12:32:26 -05:00
commit 857eda29e3
115 changed files with 27392 additions and 0 deletions

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Sys = System.Threading;
using System.Reflection;
using Yaulw.WPF;
using System.Threading;
using System.Windows.Threading;
using Yaulw.Other;
namespace Yaulw.Thread
{
/// <summary>
///
/// </summary>
public enum DispatcherThreatType
{
WPF,
// Winforms // ~Not implmented
// Silverlight? // ~Not implemented
}
/// <summary>
///
/// </summary>
public class WindowType
{
public Type T;
public Enum Key;
public bool IsSingleton;
public bool IsPerformanceLoaded;
public WindowType(Type t, Enum Key, bool IsSingleton, bool IsPerformanceLoaded)
{
this.T = t;
this.Key = Key;
this.IsSingleton = IsSingleton;
this.IsPerformanceLoaded = IsPerformanceLoaded;
}
}
/// <summary>
///
/// </summary>
public class WindowAttributes
{
public IntPtr hWndOwner;
public uint Height;
public uint Width;
public int Top;
public int Left;
public string Title;
public WindowAttributes(IntPtr hWndOwner, uint Height, uint Width, int Top, int Left, string Title)
{
this.hWndOwner = hWndOwner;
this.Height = Height;
this.Width = Width;
this.Top = Top;
this.Left = Left;
this.Title = Title;
}
public WindowAttributes(IntPtr hWndOwner, int Top, int Left)
{
this.hWndOwner = hWndOwner;
this.Height = 0;
this.Width = 0;
this.Top = Top;
this.Left = Left;
this.Title = String.Empty;
}
public WindowAttributes(IntPtr hWndOwner)
{
this.hWndOwner = hWndOwner;
this.Height = 0;
this.Width = 0;
this.Top = int.MinValue;
this.Left = int.MinValue;
this.Title = String.Empty;
}
}
#region Window Manager Definition
/// <summary>
/// Abstract Base Class all Window Managers must inherit from.
///
/// </summary>
public abstract class WindowManager : IDisposable
{
#region Private Members
private Dictionary<WindowType, List<object>> s_WindowsToManage = new Dictionary<WindowType, List<object>>();
#endregion
#region Construction
/// <summary>
/// Construct a Window Manager Object
/// </summary>
/// <param name="dispatcher">Thread Dispatcher Object</param>
/// <param name="windowTypes">Window Types this WindowManager is managing</param>
/// <param name="PerformanceLoad">true, to load performance enabled windows upon construction</param>
public WindowManager(Dispatcher dispatcher, WindowType[] windowTypes, bool PerformanceLoad)
{
Dispatcher = dispatcher;
WindowTypes = windowTypes;
if (Dispatcher == null)
throw new ArgumentException("dispatcher can't be null");
if (windowTypes == null || windowTypes.Length < 1)
throw new ArgumentException("windowTypes can't be null or empty");
// Add All Window Types
foreach (WindowType type in windowTypes)
{
// Add the Type to be managed
AddWindowTypeToManage(type);
// perform performance optimization
if (PerformanceLoad && type.IsPerformanceLoaded)
{
object o = CreateInstance(type);
AddObject(type, o);
}
}
}
#endregion
#region Public Properties
/// <summary>
/// Returns the Dispatcher Thread responsible for this Window Manager
/// </summary>
public Dispatcher Dispatcher { get; private set; }
/// <summary>
/// Returns all the Window Types that have been set to be managed by this Window Manager
/// </summary>
public WindowType[] WindowTypes { get; private set; }
#endregion
#region Protected Common Window Object Operations
/// <summary>
/// Create a new Object Instance of type
/// </summary>
/// <param name="window">type of object to create</param>
/// <returns>a new object for type, or null</returns>
protected object CreateInstance(WindowType window)
{
object o = null;
if (window != null)
o = Activator.CreateInstance(window.T);
return o;
}
/// <summary>
/// Create a new Object Instance of type
/// </summary>
/// <param name="windowKey">type of object to create</param>
/// <returns>a new object for type, or null</returns>
protected object CreateInstance(Enum windowKey)
{
return CreateInstance(GetType(windowKey));
}
/// <summary>
///
/// </summary>
/// <param name="windowKey"></param>
/// <returns></returns>
protected List<object> GetObjects(Enum windowKey)
{
foreach (WindowType type in s_WindowsToManage.Keys)
{
if (type.Key.ToString() == windowKey.ToString())
return s_WindowsToManage[type];
}
return null;
}
/// <summary>
///
/// </summary>
/// <param name="window"></param>
/// <returns></returns>
protected List<object> GetObjects(WindowType window)
{
foreach (WindowType type in s_WindowsToManage.Keys)
{
if (type.Key.ToString() == window.Key.ToString())
return s_WindowsToManage[type];
}
return null;
}
/// <summary>
///
/// </summary>
/// <param name="windowKey"></param>
/// <returns></returns>
protected WindowType GetType(Enum windowKey)
{
foreach (WindowType type in s_WindowsToManage.Keys)
{
if (type.Key.ToString() == windowKey.ToString())
return type;
}
return null;
}
/// <summary>
///
/// </summary>
/// <param name="window"></param>
/// <param name="o"></param>
/// <returns></returns>
protected bool AddObject(WindowType window, object o)
{
if (AddWindowTypeToManage(window))
{
List<object> objects = GetObjects(window);
if (objects.Count == 0)
{
objects.Add(o);
return true;
}
else if (objects.Count > 0 && !window.IsSingleton)
{
objects.Add(o);
return true;
}
}
return false;
}
/// <summary>
///
/// </summary>
/// <param name="windowKey"></param>
/// <param name="o"></param>
/// <returns></returns>
protected bool AddObject(Enum windowKey, object o)
{
WindowType type = GetType(windowKey);
if (type != null)
{
List<object> objects = GetObjects(windowKey);
if (objects.Count == 0)
{
objects.Add(o);
return true;
}
else if (objects.Count > 0 && !type.IsSingleton)
{
objects.Add(o);
return true;
}
}
return false;
}
/// <summary>
///
/// </summary>
/// <param name="window"></param>
/// <returns></returns>
protected bool DeleteObject(WindowType window)
{
List<object> objects = GetObjects(window);
if (objects != null && objects.Count > 0)
{
int nIndex = objects.Count - 1;
if (objects[nIndex] is IDisposable)
((IDisposable)objects[nIndex]).Dispose();
objects.RemoveAt(nIndex);
return true;
}
return false;
}
/// <summary>
///
/// </summary>
/// <param name="windowKey"></param>
/// <returns></returns>
protected bool DeleteObject(Enum windowKey)
{
List<object> objects = GetObjects(windowKey);
if (objects != null && objects.Count > 0)
{
int nIndex = objects.Count - 1;
if (objects[nIndex] is IDisposable)
((IDisposable)objects[nIndex]).Dispose();
objects.RemoveAt(nIndex);
return true;
}
return false;
}
/// <summary>
///
/// </summary>
protected void ClearAllObjects()
{
// Iterate thru all objects and call dispose on them if they support it,
// then clear main dictionary
foreach (WindowType type in s_WindowsToManage.Keys)
while (DeleteObject(type)) ;
s_WindowsToManage.Clear();
}
/// <summary>
///
/// </summary>
/// <param name="window"></param>
/// <returns></returns>
protected bool AddWindowTypeToManage(WindowType window)
{
if (window != null && !IsWindowTypeManaged(window))
s_WindowsToManage[window] = new List<object>();
return (IsWindowTypeManaged(window));
}
/// <summary>
///
/// </summary>
/// <param name="window"></param>
/// <returns></returns>
protected bool IsWindowTypeManaged(WindowType window)
{
if (window != null)
{
foreach (WindowType type in s_WindowsToManage.Keys)
{
if (type.Key.ToString() == window.Key.ToString())
return true;
}
}
return false;
}
#endregion
#region Abtract Methods
public delegate object ShowDelegate(Enum windowKey, WindowAttributes attributes, object tag);
public abstract object ShowWindow(Enum windowKey, WindowAttributes attributes, object tag);
public abstract object ShowDialog(Enum windowKey, WindowAttributes attributes, object tag);
public delegate bool HideCloseDelegate(Enum windowKey);
public abstract bool HideWindow(Enum windowKey);
public abstract bool CloseWindow(Enum windowKey);
public delegate bool ActionDelegate(Enum windowKey, DelegateCollection.Bool_Param1_Window_Func action);
public abstract bool RunAction(Enum windowKey, DelegateCollection.Bool_Param1_Window_Func action);
public abstract void Dispose();
#endregion
#region Public Methods
/// <summary>
/// Get All Window Objects for a Window, in a readonly fashion
/// </summary>
/// <param name="windowKey"></param>
/// <returns></returns>
public object[] GetAllWindowObjectsForWindow(Enum windowKey)
{
List<object> objects = GetObjects(windowKey);
if (objects != null)
return objects.ToArray();
else
return null;
}
#endregion
}
#endregion
#region Dispatcher Thread
/// <summary>
///
/// </summary>
static class DispatcherThread
{
#region Private Static Members
private static Sys.Thread s_DispatcherThread = null;
private static bool s_DispatcherThreadIsInitialized = false;
private static WPFWindowManager s_wpfWindowManager = null;
private static DispatcherThreatType s_useWindowManagerType = DispatcherThreatType.WPF;
private static WindowType[] s_windowTypes = null;
private static bool s_PerformPerformanceLoad = false;
#endregion
#region Private Static Methods
/// <summary>
/// Message Loop Thread for ButtonForm
/// </summary>
private static void ThreadProc()
{
// Create WindowManager Object on this thread *Allow global access to the object*
if (s_useWindowManagerType == DispatcherThreatType.WPF)
s_wpfWindowManager = new WPFWindowManager(Dispatcher.CurrentDispatcher, s_windowTypes, s_PerformPerformanceLoad);
s_DispatcherThreadIsInitialized = true; // always set to true to allow caller to exit out
if (s_wpfWindowManager != null)
{
//Enter Dispatcher Message Loop
System.Windows.Threading.Dispatcher.Run();
}
}
#endregion
#region Public Static Methods
/// <summary>
/// Retrieve the Window Manager for this Dispatcher Thread
/// </summary>
/// <returns>a valid window Manager or null, if none</returns>
public static WindowManager GetWMForDispatcher()
{
if (s_DispatcherThreadIsInitialized)
{
if (s_useWindowManagerType == DispatcherThreatType.WPF && s_wpfWindowManager != null)
return s_wpfWindowManager;
}
return null;
}
/// <summary>
/// Use this function to start the Dispatcher ThreadProc(above), if needed. COM+ can shutdown the thread anytime,
/// we need to make sure that the thread is alive BEFORE calling WindowManager
/// </summary>
public static void Start(DispatcherThreatType threatType, WindowType[] windowTypes, bool PerformPerformanceLoad, bool bWait)
{
if (s_DispatcherThread != null && s_DispatcherThread.IsAlive)
{
return;
}
else
{
s_DispatcherThreadIsInitialized = false;
// Specify Thread Attributes
s_useWindowManagerType = threatType;
s_windowTypes = windowTypes;
s_PerformPerformanceLoad = PerformPerformanceLoad;
// Start a new Thread so it can become the Message Loop
s_DispatcherThread = new Sys.Thread(new Sys.ThreadStart(DispatcherThread.ThreadProc));
// GUI components require the thread to be STA; otherwise throws an error
s_DispatcherThread.SetApartmentState(ApartmentState.STA);
s_DispatcherThread.Start();
// Make sure the Application Object is running
// (COM will eventually just time out otherwise)
if (bWait) // Syncronous call
{
while (!s_DispatcherThreadIsInitialized)
System.Threading.Thread.Sleep(20);
}
}
}
/// <summary>
/// Terminates all ButtonForm Objects and the Message Dispatcher Thread *do this only on shutdown*
/// </summary>
public static void Stop()
{
if (s_DispatcherThreadIsInitialized)
{
// Enforce that all WindowManagers support IDispose
if (s_wpfWindowManager != null)
{
s_wpfWindowManager.Dispose();
s_wpfWindowManager = null;
}
s_DispatcherThread.Abort();
s_DispatcherThreadIsInitialized = false;
s_DispatcherThread = null;
}
}
#endregion
}
#endregion
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Timers;
namespace Yaulw.Thread
{
/// <summary>
/// Single Threaded Timer * only calls the elapsed event handler once and only
/// will call it again, if the elapsed event handler returns
/// </summary>
public class SingleThreadTimer
{
#region Private Members
private STElapsedEventHandler _elapsedHandler = null;
private uint _IntervalMilliseconds = 0;
private System.Threading.Thread _thread = null;
#endregion
#region Construction
/// <summary>
/// Creates a new Single-threaded System.Timer
/// </summary>
/// <param name="ElapsedHandler">Event Handler for Timer</param>
/// <param name="IntervalMiliseconds">Interval in Miliseconds</param>
/// <param name="StartEnabled">True to start the timer upon creation, false otherwise</param>
/// <returns>A Timer Object, which should be Disposed by Caller</returns>
public SingleThreadTimer(STElapsedEventHandler ElapsedHandler, uint IntervalMilliseconds, bool StartEnabled)
{
_elapsedHandler = ElapsedHandler;
_IntervalMilliseconds = IntervalMilliseconds;
if (_elapsedHandler == null || _IntervalMilliseconds == 0)
throw new ArgumentException("Invalid ElapsedHandler or Milliseconds. ElapsedHandler can not be null. Milliseconds can not be 0.");
if (StartEnabled)
Start();
}
#endregion
#region Private Helpers
/// <summary>
/// Main DoWork() Function, calls the ElapsedHandler at every interval
/// * Single threaded * ElapsedHandler will only get called again, once it returns
/// </summary>
private void STimerThreadMethod()
{
do
{
if (_IntervalMilliseconds > 0)
System.Threading.Thread.Sleep((int)_IntervalMilliseconds);
if (_elapsedHandler != null)
_elapsedHandler(this, new STElapsedEventArgs(DateTime.Now));
}
while (true);
}
#endregion
#region Public Delegates
/// <summary>
/// ElapsedEvent Handler is called when the time interval elapsed
/// </summary>
/// <param name="sender">Sends the STimer Object</param>
/// <param name="e">sends the Timestampe when the interval elapsed</param>
public delegate void STElapsedEventHandler(object sender, STElapsedEventArgs e);
/// <summary>
/// ElapsedEventArgs are called with the time stamp when the Event was raised
/// </summary>
public class STElapsedEventArgs : EventArgs
{
public DateTime SignalTime { get; private set; }
public STElapsedEventArgs(DateTime SignalTime) { this.SignalTime = SignalTime; }
}
#endregion
#region Public Methods
/// <summary>
/// Manually Start the STimer
/// </summary>
public bool Start()
{
Stop(); // First Stop(), an existing Timer
return Start(_IntervalMilliseconds);
}
/// <summary>
/// Manually Start the STimer at a new Interval
/// </summary>
/// <param name="tsInterval">Interval as a TimeSpan</param>
public bool Start(TimeSpan tsInterval)
{
Stop(); // First Stop(), an existing Timer
return Start((uint)tsInterval.TotalMilliseconds);
}
/// <summary>
/// Manually Start the STimer at a new Interval
/// </summary>
/// <param name="IntervalMiliseconds">Interval in Miliseconds</param>
public bool Start(uint IntervalMiliseconds)
{
try
{
Stop(); // First Stop(), an existing Timer
if (IntervalMiliseconds > 0)
_IntervalMilliseconds = IntervalMiliseconds;
if (_thread == null)
_thread = TStarter.StartThread(STimerThreadMethod, ("STimer-" + _elapsedHandler.Method.Name), System.Threading.ApartmentState.MTA, false, System.Threading.ThreadPriority.Normal);
return ((_thread != null) && (_thread.IsAlive));
}
catch (Exception) { /* ignore */ }
return false;
}
/// <summary>
/// Manually Stop the STimer
/// </summary>
public void Stop()
{
try
{
if (_thread != null)
_thread.Abort();
}
catch (Exception) { /* ignore */ }
_thread = null;
}
#endregion
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading;
using System.Collections.Specialized;
namespace Yaulw.Thread
{
/// <remarks>
/// Used to Manage/Launch Threads In an Application
/// </remarks>
public static class TStarter
{
#region Public Delegates
/// <summary>
/// Thread Delegate with a single Object as a parameter
/// </summary>
/// <param name="o">object to be passed to Delegate</param>
public delegate void ParameterizedThreadMethod(object o);
/// <summary>
/// No Parameter Thread Delegate
/// </summary>
public delegate void ThreadMethod();
#endregion
#region Private Static Members
private static Dictionary<string, System.Threading.Thread> _StartedNamedThreads = new Dictionary<string, System.Threading.Thread>();
#endregion
#region Public Statics
/// <summary>
/// Starts a Parameterized thread
/// </summary>
/// <param name="method">specifcy a method to invoke</param>
/// <param name="parameter">specify a parameter to pass to the method</param>
/// <param name="threadName">If you specify a ThreadName, it must be Unique to the Application</param>
/// <param name="Apartment">ApartmentState</param>
/// <param name="IsBackground">Is Background Thread</param>
/// <param name="priority">set thread priority</param>
/// <returns>a thread object if successful, null otherwise</returns>
public static System.Threading.Thread StartParameterizedThread(ParameterizedThreadMethod method, object parameter, string threadName = "", ApartmentState Apartment = ApartmentState.MTA, bool IsBackground = false, ThreadPriority priority = ThreadPriority.Normal)
{
// If a threadName is defined, make sure that it is unique to the application
if (!String.IsNullOrEmpty(threadName) && _StartedNamedThreads.ContainsKey(threadName))
return null;
System.Threading.Thread thread = null;
if (method != null && parameter != null)
{
thread = new System.Threading.Thread(new ParameterizedThreadStart(method));
if (!String.IsNullOrEmpty(threadName))
thread.Name = threadName;
// Start the Thread
thread.SetApartmentState(Apartment);
thread.Priority = priority;
thread.IsBackground = IsBackground;
thread.Start(parameter);
// Save the Thread in the Dictionary
if (!String.IsNullOrEmpty(threadName))
_StartedNamedThreads[threadName] = thread;
}
return thread;
}
/// <summary>
/// Starts a thread without Parameters
/// </summary>
/// <param name="method">specifcy a method to invoke</param>
/// <param name="threadName">If you specify a ThreadName, it must be Unique to the Application</param>
/// <param name="Apartment">ApartmentState</param>
/// <param name="IsBackground">Is Background Thread</param>
/// <param name="priority">set thread priority</param>
/// <returns>a thread object if successful, null otherwise</returns>
public static System.Threading.Thread StartThread(ThreadMethod method, string threadName = "", ApartmentState Apartment = ApartmentState.MTA, bool IsBackground = false, ThreadPriority priority = ThreadPriority.Normal)
{
// If a threadName is defined, make sure that it is unique to the system
if (!String.IsNullOrEmpty(threadName) && _StartedNamedThreads.ContainsKey(threadName))
return null;
System.Threading.Thread thread = null;
if (method != null)
{
thread = new System.Threading.Thread(new ThreadStart(method));
if (!String.IsNullOrEmpty(threadName))
thread.Name = threadName;
// Start the Thread
thread.SetApartmentState(Apartment);
thread.Priority = priority;
thread.IsBackground = IsBackground;
thread.Start();
// Save the Thread in the Dictionary
if (!String.IsNullOrEmpty(threadName))
_StartedNamedThreads[threadName] = thread;
}
return thread;
}
/// <summary>
/// Retrieve all Named threads that were started thru here that are still running
/// </summary>
/// <returns>an array of running named threads, null if none</returns>
public static System.Threading.Thread[] GetStartedNamedThreadsThatAreStillRunning()
{
List<System.Threading.Thread> threads = new List<System.Threading.Thread>();
List<string> threadNamesThatAreNoLongerAlive = new List<string>();
// Get Named Alive Threads
foreach (System.Threading.Thread thread in _StartedNamedThreads.Values)
{
if (thread.IsAlive)
threads.Add(thread);
else
threadNamesThatAreNoLongerAlive.Add(thread.Name);
}
// Perform Cleanup
foreach (string threadName in threadNamesThatAreNoLongerAlive)
{
_StartedNamedThreads[threadName] = null;
_StartedNamedThreads.Remove(threadName);
}
return threads.ToArray();
}
#endregion
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Timers;
using System.Windows.Threading;
using WinThread = System.Threading;
namespace Yaulw.Thread
{
/// <remarks>
/// Wrapper class around Timer Object * Multi-Threated *
/// </remarks>
public class TTimer : IDisposable
{
#region Private Members
private Timer _Timer = new Timer();
private bool _disposed = false;
#endregion
#region Construction
/// <summary>
/// Creates a new Multi-threaded System.Timer
/// </summary>
/// <param name="ElapsedHandler">Event Handler for Timer</param>
/// <param name="IntervalMiliseconds">Interval in Miliseconds</param>
/// <param name="StartEnabled">True to start the timer upon creation, false otherwise</param>
/// <returns>A Timer Object, which should be Disposed by Caller</returns>
public TTimer(ElapsedEventHandler ElapsedHandler, int IntervalMiliseconds = 1000, bool StartEnabled = false)
{
if (ElapsedHandler != null)
{
_Timer = new System.Timers.Timer();
_Timer.Elapsed += ElapsedHandler;
// Set the Interval / start
_Timer.Interval = IntervalMiliseconds;
_Timer.Enabled = StartEnabled;
if (StartEnabled)
_Timer.Start();
// Keep the timer alive
GC.KeepAlive(_Timer);
}
}
/// <summary>
/// Finalizer
/// </summary>
~TTimer()
{
Dispose(true);
}
#endregion
#region Public Methods
/// <summary>
/// Manually Start the Timer
/// </summary>
public void Start()
{
Stop(); // First Stop(), an existing Timer
_Timer.Enabled = true;
_Timer.Start();
}
/// <summary>
/// Manually Start the Timer at a new Interval
/// </summary>
/// <param name="IntervalMiliseconds">Interval in Miliseconds</param>
public void Start(uint IntervalMiliseconds)
{
Stop(); // First Stop(), an existing Timer
_Timer.Interval = IntervalMiliseconds;
_Timer.Enabled = true;
_Timer.Start();
}
/// <summary>
/// Manually Start the Timer at a new Interval
/// </summary>
/// <param name="tsInterval">Interval as a TimeSpan</param>
public void Start(TimeSpan tsInterval)
{
Stop(); // First Stop(), an existing Timer
_Timer.Interval = tsInterval.TotalMilliseconds;
_Timer.Enabled = true;
_Timer.Start();
}
/// <summary>
/// Manually Stop the Timer
/// </summary>
public void Stop()
{
_Timer.Enabled = false;
_Timer.Stop();
}
#endregion
#region IDisposable Members
/// <summary>
/// Dispose the Timer Object
/// </summary>
public void Dispose()
{
Dispose(true);
// Use SupressFinalize in case a subclass
// of this type implements a finalizer
GC.SuppressFinalize(this);
}
/// <summary>
/// Dispose the Timer Object
/// </summary>
/// <param name="disposing">true, if called from within</param>
protected virtual void Dispose(bool disposing)
{
if (!_disposed)
{
if (disposing)
{
if (_Timer != null)
_Timer.Dispose();
}
// Indicate that the instance has been disposed.
_Timer = null;
_disposed = true;
}
}
#endregion
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Timers;
using System.Windows.Threading;
using WinThread = System.Threading;
namespace Yaulw.Thread
{
/// <remarks>
/// Wrapper class around Timer Object * Uses Dispatcher *
/// </remarks>
public class TTimerDisp : IDisposable
{
#region Private Members
private Timer _Timer = new Timer();
private bool _disposed = false;
private Dispatcher _Dispatcher = null;
private ElapsedEventHandler _DispatchedElapsedEvent = null;
#endregion
#region Construction
/// <summary>
/// Creates a new Multi-threaded System.Timer that uses the Dispatcher to Fire the Event
/// </summary>
/// <param name="ElapsedHandler">Event Handler for Timer</param>
/// <param name="IntervalMiliseconds">Interval in Miliseconds</param>
/// <param name="StartEnabled">True to start the timer upon creation, false otherwise</param>
/// <returns>A Timer Object, which should be Disposed by Caller</returns>
public TTimerDisp(ElapsedEventHandler ElapsedHandler, int IntervalMiliseconds = 1000, bool StartEnabled = false)
{
if (ElapsedHandler != null)
{
_Timer = new System.Timers.Timer();
// The Primary Dispatcher thread is the thread that called us
_Dispatcher = Dispatcher.CurrentDispatcher;
_DispatchedElapsedEvent = ElapsedHandler;
_Timer.Elapsed += new ElapsedEventHandler(_Timer_Elapsed);
// Set the Interval / start
_Timer.Interval = IntervalMiliseconds;
_Timer.Enabled = StartEnabled;
if (StartEnabled)
_Timer.Start();
// Keep the timer alive
GC.KeepAlive(_Timer);
}
}
/// <summary>
/// Finalizer
/// </summary>
~TTimerDisp()
{
Dispose(true);
}
#endregion
#region Private Helpers
/// <summary>
/// For Dispatching the Event to the Primary Dispatcher Thread
/// </summary>
private void _Timer_Elapsed(object sender, ElapsedEventArgs e)
{
object[] param_s = new object[] { sender, e };
_Dispatcher.Invoke((ElapsedEventHandler)_DispatchedElapsedEvent, param_s);
}
#endregion
#region Public Methods
/// <summary>
/// Manually Start the Timer
/// </summary>
public void Start()
{
Stop(); // First Stop(), an existing Timer
_Timer.Enabled = true;
_Timer.Start();
}
/// <summary>
/// Manually Start the Timer at a new Interval
/// </summary>
/// <param name="IntervalMiliseconds">Interval in Miliseconds</param>
public void Start(uint IntervalMiliseconds)
{
Stop(); // First Stop(), an existing Timer
_Timer.Interval = IntervalMiliseconds;
_Timer.Enabled = true;
_Timer.Start();
}
/// <summary>
/// Manually Start the Timer at a new Interval
/// </summary>
/// <param name="tsInterval">Interval as a TimeSpan</param>
public void Start(TimeSpan tsInterval)
{
Stop(); // First Stop(), an existing Timer
_Timer.Interval = tsInterval.TotalMilliseconds;
_Timer.Enabled = true;
_Timer.Start();
}
/// <summary>
/// Manually Stop the Timer
/// </summary>
public void Stop()
{
_Timer.Enabled = false;
_Timer.Stop();
}
#endregion
#region IDisposable Members
/// <summary>
/// Dispose the Timer Object
/// </summary>
public void Dispose()
{
Dispose(true);
// Use SupressFinalize in case a subclass
// of this type implements a finalizer
GC.SuppressFinalize(this);
}
/// <summary>
/// Dispose the Timer Object
/// </summary>
/// <param name="disposing">true, if called from within</param>
protected virtual void Dispose(bool disposing)
{
if (!_disposed)
{
if (disposing)
{
if (_Timer != null)
_Timer.Dispose();
}
// Indicate that the instance has been disposed.
_Timer = null;
_disposed = true;
}
}
#endregion
}
}