54418ea659
This also removes `OS::can_use_threads` from the public API since it's always true.
110 lines
4.1 KiB
C++
110 lines
4.1 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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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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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#include "platform_config.h"
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// Define PLATFORM_THREAD_OVERRIDE in your platform's `platform_config.h`
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// to use a custom Thread implementation defined in `platform/[your_platform]/platform_thread.h`
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// Overriding the platform implementation is required in some proprietary platforms
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#ifdef PLATFORM_THREAD_OVERRIDE
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#include "platform_thread.h"
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#else
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#ifndef THREAD_H
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#define THREAD_H
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#include "core/templates/safe_refcount.h"
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#include "core/typedefs.h"
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#include <thread>
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class String;
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class Thread {
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public:
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typedef void (*Callback)(void *p_userdata);
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typedef uint64_t ID;
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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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private:
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friend class Main;
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static ID main_thread_id;
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static uint64_t _thread_id_hash(const std::thread::id &p_t);
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ID id = _thread_id_hash(std::thread::id());
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static thread_local ID caller_id;
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std::thread thread;
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static void callback(Thread *p_self, const Settings &p_settings, Thread::Callback p_callback, void *p_userdata);
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static Error (*set_name_func)(const String &);
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static void (*set_priority_func)(Thread::Priority);
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static void (*init_func)();
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static void (*term_func)();
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public:
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static void _set_platform_funcs(
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Error (*p_set_name_func)(const String &),
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void (*p_set_priority_func)(Thread::Priority),
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void (*p_init_func)() = nullptr,
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void (*p_term_func)() = nullptr);
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_FORCE_INLINE_ ID get_id() const { return id; }
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// get the ID of the caller thread
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_FORCE_INLINE_ static ID get_caller_id() { return caller_id; }
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// get the ID of the main thread
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_FORCE_INLINE_ static ID get_main_id() { return main_thread_id; }
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static Error set_name(const String &p_name);
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void start(Thread::Callback p_callback, void *p_user, const Settings &p_settings = Settings());
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bool is_started() const;
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///< waits until thread is finished, and deallocates it.
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void wait_to_finish();
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Thread();
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~Thread();
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};
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#endif // THREAD_H
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#endif // PLATFORM_THREAD_OVERRIDE
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