godot/core/os/thread.h

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/*************************************************************************/
/* thread.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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#ifndef THREAD_H
#define THREAD_H
#include "core/typedefs.h"
#include "core/ustring.h"
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typedef void (*ThreadCreateCallback)(void *p_userdata);
class Thread {
public:
enum Priority {
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PRIORITY_LOW,
PRIORITY_NORMAL,
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PRIORITY_HIGH
};
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struct Settings {
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Priority priority;
Settings() { priority = PRIORITY_NORMAL; }
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};
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typedef uint64_t ID;
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protected:
static Thread *(*create_func)(ThreadCreateCallback p_callback, void *, const Settings &);
static ID (*get_thread_id_func)();
static void (*wait_to_finish_func)(Thread *);
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:
virtual ID get_id() const = 0;
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static Error set_name(const String &p_name);
_FORCE_INLINE_ static ID get_main_id() { return _main_thread_id; } ///< get the ID of the main thread
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.
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();
};
#endif