c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
92 lines
3.3 KiB
C++
92 lines
3.3 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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/* */
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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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