mirror of
https://github.com/godotengine/godot
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83 lines
3.4 KiB
C++
83 lines
3.4 KiB
C++
/*************************************************************************/
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/* thread.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef THREAD_H
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#define THREAD_H
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#include "typedefs.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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#include "ustring.h"
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typedef void (*ThreadCreateCallback)(void *p_userdata);
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class Thread {
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public:
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enum Priority {
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PRIORITY_LOW,
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PRIORITY_NORMAL,
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PRIORITY_HIGH
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};
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struct Settings {
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Priority priority;
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Settings() { priority = PRIORITY_NORMAL; }
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};
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typedef uint64_t ID;
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protected:
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static Thread *(*create_func)(ThreadCreateCallback p_callback, void *, const Settings &);
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static ID (*get_thread_id_func)();
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static void (*wait_to_finish_func)(Thread *);
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static Error (*set_name_func)(const String &);
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friend class Main;
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static ID _main_thread_id;
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Thread();
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public:
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virtual ID get_id() const = 0;
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static Error set_name(const String &p_name);
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_FORCE_INLINE_ static ID get_main_id() { return _main_thread_id; } ///< get the ID of the main thread
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static ID get_caller_id(); ///< get the ID of the caller function ID
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static void wait_to_finish(Thread *p_thread); ///< waits until thread is finished, and deallocates it.
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static Thread *create(ThreadCreateCallback p_callback, void *p_user, const Settings &p_settings = Settings()); ///< Static function to create a thread, will call p_callback
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virtual ~Thread();
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};
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#endif
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