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- //
- // 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 <windows.h>
- #include "DebugNew.h"
- DWORD WINAPI threadFunctionStatic(void* data)
- {
- Thread* thread = static_cast<Thread*>(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);
- }
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