tge/engine/platformWin32/winThread.cc
2025-02-17 23:17:30 -06:00

102 lines
2.6 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "platform/platformThread.h"
#include "platformWin32/platformWin32.h"
#include "platform/platformSemaphore.h"
//--------------------------------------------------------------------------
struct WinThreadData
{
ThreadRunFunction mRunFunc;
S32 mRunArg;
Thread * mThread;
void * mSemaphore;
WinThreadData()
{
mRunFunc = 0;
mRunArg = 0;
mThread = 0;
mSemaphore = 0;
};
};
//--------------------------------------------------------------------------
Thread::Thread(ThreadRunFunction func, S32 arg, bool start_thread)
{
WinThreadData * threadData = new WinThreadData();
threadData->mRunFunc = func;
threadData->mRunArg = arg;
threadData->mThread = this;
threadData->mSemaphore = Semaphore::createSemaphore();
mData = reinterpret_cast<void*>(threadData);
if (start_thread)
start();
}
Thread::~Thread()
{
join();
WinThreadData * threadData = reinterpret_cast<WinThreadData*>(mData);
Semaphore::destroySemaphore(threadData->mSemaphore);
delete threadData;
}
static DWORD WINAPI ThreadRunHandler(void * arg)
{
WinThreadData * threadData = reinterpret_cast<WinThreadData*>(arg);
threadData->mThread->run(threadData->mRunArg);
Semaphore::releaseSemaphore(threadData->mSemaphore);
return(0);
}
void Thread::start()
{
if(isAlive())
return;
WinThreadData * threadData = reinterpret_cast<WinThreadData*>(mData);
Semaphore::acquireSemaphore(threadData->mSemaphore);
DWORD threadID;
CreateThread(0, 0, ThreadRunHandler, mData, 0, &threadID);
}
bool Thread::join()
{
if(!isAlive())
return(false);
WinThreadData * threadData = reinterpret_cast<WinThreadData*>(mData);
return(Semaphore::acquireSemaphore(threadData->mSemaphore));
}
void Thread::run(S32 arg)
{
WinThreadData * threadData = reinterpret_cast<WinThreadData*>(mData);
if(threadData->mRunFunc)
threadData->mRunFunc(arg);
}
bool Thread::isAlive()
{
WinThreadData * threadData = reinterpret_cast<WinThreadData*>(mData);
bool signal = Semaphore::acquireSemaphore(threadData->mSemaphore, false);
if(signal)
Semaphore::releaseSemaphore(threadData->mSemaphore);
return(!signal);
}
U32 Thread::getCurrentThreadId()
{
return GetCurrentThreadId();
}