// // Urho3D Engine // Copyright (c) 2008-2011 Lasse Öörni // // 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. // #include "Precompiled.h" #include "Thread.h" #include #include "DebugNew.h" DWORD WINAPI ThreadFunctionStatic(void* data) { Thread* thread = static_cast(data); thread->ThreadFunction(); return 0; } Thread::Thread() : handle_(0), shouldRun_(false) { } Thread::~Thread() { Stop(); } bool Thread::Start() { // Check if already running if (handle_) return false; shouldRun_ = true; handle_ = CreateThread(0, 0, ThreadFunctionStatic, this, 0, 0); return handle_ != 0; } void Thread::Stop() { shouldRun_ = false; WaitForSingleObject((HANDLE)handle_, INFINITE); CloseHandle((HANDLE)handle_); handle_ = 0; } void Thread::SetPriority(int priority) { if (handle_) SetThreadPriority((HANDLE)handle_, priority); }