/*
 * Copyright (C) 2010, 2015 Apple Inc. All rights reserved.
 * Portions Copyright (c) 2010 Motorola Mobility, Inc.  All rights reserved.
 * Copyright (C) 2017 Sony Interactive Entertainment Inc.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions
 * are met:
 * 1. Redistributions of source code must retain the above copyright
 *    notice, this list of conditions and the following disclaimer.
 * 2. Redistributions in binary form must reproduce the above copyright
 *    notice, this list of conditions and the following disclaimer in the
 *    documentation and/or other materials provided with the distribution.
 *
 * THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS''
 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
 * THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS
 * BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
 * THE POSSIBILITY OF SUCH DAMAGE.
 */

#pragma once

#include <Windows.h>
#include <functional>
#include <wtf/FunctionDispatcher.h>
#include <wtf/RefPtr.h>
#include <wtf/ThreadSafeRefCounted.h>
#include <wtf/win/Win32Handle.h>

namespace WTF {

class WorkQueue;

class WorkItemContext : public ThreadSafeRefCounted<WorkItemContext> {

public:
    static Ref<WorkItemContext> create(HANDLE, HANDLE, Function<void()>&&, WorkQueue*);
    virtual ~WorkItemContext();

    Win32Handle& handle() { return m_handle; }
    Win32Handle& waitHandle() { return m_waitHandle; }
    Function<void()>& function() { return m_function; }
    WorkQueue* queue() const { return m_queue.get(); }

private:
    WorkItemContext(HANDLE, HANDLE, Function<void()>&&, WorkQueue*);

    Win32Handle m_handle;
    Win32Handle m_waitHandle;
    Function<void()> m_function;
    RefPtr<WorkQueue> m_queue;
};

}
