// // 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() : mThreadHandle(0), mShouldRun(false) { } Thread::~Thread() { stopThread(); } bool Thread::startThread() { // Check if already running if (mThreadHandle) return false; mShouldRun = true; mThreadHandle = CreateThread(0, 0, threadFunctionStatic, this, 0, 0); return mThreadHandle != 0; } void Thread::stopThread() { mShouldRun = false; WaitForSingleObject((HANDLE)mThreadHandle, INFINITE); CloseHandle((HANDLE)mThreadHandle); mThreadHandle = 0; } void Thread::setThreadPriority(int priority) { if (mThreadHandle) SetThreadPriority((HANDLE)mThreadHandle, priority); }