// // 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. // #pragma once /// Operating system thread class Thread { public: /// Construct. Does not start the thread yet Thread(); /// Destruct. If running, stop and wait for thread to finish ~Thread(); /// The function to run in the thread virtual void ThreadFunction() = 0; /// Start running the thread. Return true if successful, or false if already running or if can not create the thread bool Start(); /// Set the running flag to false and wait for the thread to finish void Stop(); /// Set thread priority. The thread must have been started first void SetPriority(int priority); /// Return whether thread exists bool IsStarted() const { return handle_ != 0; } protected: /// Thread handle void* handle_; /// Running flag volatile bool shouldRun_; };