mirror of
https://github.com/scummvm/scummvm.git
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104 lines
2.2 KiB
C++
104 lines
2.2 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef AGS_ENGINE_PLATFORM_THREAD_STD_H
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#define AGS_ENGINE_PLATFORM_THREAD_STD_H
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//include <system_error>
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//include <thread>
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namespace AGS3 {
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namespace AGS {
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namespace Engine {
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class StdThread : public BaseThread {
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public:
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StdThread() : thread_(), entry_(nullptr), looping_(false) {
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}
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~StdThread() override {
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Stop();
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}
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StdThread &operator=(const StdThread &) = delete;
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StdThread(const StdThread &) = delete;
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bool Create(AGSThreadEntry entryPoint, bool looping) override {
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if (!entryPoint) {
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return false;
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}
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entry_ = entryPoint;
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looping_ = looping;
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return true;
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}
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bool Start() override {
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if (thread_.joinable()) {
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return true;
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}
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if (!entry_) {
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return false;
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}
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//try {
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thread_ = std::thread(thread_start_, this);
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/*} catch (std::system_error) {
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return false;
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}*/
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return thread_.joinable();
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}
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bool Stop() override {
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if (!thread_.joinable()) {
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return true;
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}
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looping_ = false; // signal thread to stop
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thread_.join();
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return true;
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}
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private:
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std::thread thread_;
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AGSThreadEntry entry_;
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bool looping_;
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static void thread_start_(StdThread *self) {
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auto entry = self->entry_;
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for (;;) {
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entry();
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if (!self->looping_) {
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break;
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}
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std::this_thread::yield();
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}
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}
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};
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typedef StdThread Thread;
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} // namespace Engine
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} // namespace AGS
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} // namespace AGS3
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#endif
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