b5334d14f7
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
88 lines
3.6 KiB
C++
88 lines
3.6 KiB
C++
/*************************************************************************/
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/* thread_windows.cpp */
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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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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 "thread_windows.h"
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#if defined(WINDOWS_ENABLED) && !defined(UWP_ENABLED)
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#include "core/os/memory.h"
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Thread::ID ThreadWindows::get_id() const {
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return id;
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}
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Thread *ThreadWindows::create_thread_windows() {
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return memnew(ThreadWindows);
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}
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DWORD ThreadWindows::thread_callback(LPVOID userdata) {
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ThreadWindows *t = reinterpret_cast<ThreadWindows *>(userdata);
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ScriptServer::thread_enter(); //scripts may need to attach a stack
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t->id = (ID)GetCurrentThreadId(); // must implement
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t->callback(t->user);
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SetEvent(t->handle);
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ScriptServer::thread_exit();
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return 0;
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}
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Thread *ThreadWindows::create_func_windows(ThreadCreateCallback p_callback, void *p_user, const Settings &) {
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ThreadWindows *tr = memnew(ThreadWindows);
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tr->callback = p_callback;
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tr->user = p_user;
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tr->handle = CreateEvent(nullptr, TRUE, FALSE, nullptr);
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QueueUserWorkItem(thread_callback, tr, WT_EXECUTELONGFUNCTION);
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return tr;
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}
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Thread::ID ThreadWindows::get_thread_id_func_windows() {
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return (ID)GetCurrentThreadId(); //must implement
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}
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void ThreadWindows::wait_to_finish_func_windows(Thread *p_thread) {
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ThreadWindows *tp = static_cast<ThreadWindows *>(p_thread);
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ERR_FAIL_COND(!tp);
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WaitForSingleObject(tp->handle, INFINITE);
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CloseHandle(tp->handle);
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//`memdelete(tp);
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}
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void ThreadWindows::make_default() {
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create_func = create_func_windows;
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get_thread_id_func = get_thread_id_func_windows;
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wait_to_finish_func = wait_to_finish_func_windows;
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}
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#endif
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