/*************************************************************************/ /* thread.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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 "platform_config.h" // Define PLATFORM_THREAD_OVERRIDE in your platform's `platform_config.h` // to use a custom Thread implementation defined in `platform/[your_platform]/platform_thread.h` // Overriding the platform implementation is required in some proprietary platforms #ifdef PLATFORM_THREAD_OVERRIDE #include "platform_thread.h" #else #ifndef THREAD_H #define THREAD_H #include "core/templates/safe_refcount.h" #include "core/typedefs.h" #include class String; class Thread { public: typedef void (*Callback)(void *p_userdata); typedef uint64_t ID; enum Priority { PRIORITY_LOW, PRIORITY_NORMAL, PRIORITY_HIGH }; struct Settings { Priority priority; Settings() { priority = PRIORITY_NORMAL; } }; struct PlatformFunctions { Error (*set_name)(const String &) = nullptr; void (*set_priority)(Thread::Priority) = nullptr; void (*init)() = nullptr; void (*wrapper)(Thread::Callback, void *) = nullptr; void (*term)() = nullptr; }; private: friend class Main; static ID main_thread_id; static uint64_t _thread_id_hash(const std::thread::id &p_t); ID id = _thread_id_hash(std::thread::id()); static thread_local ID caller_id; std::thread thread; static void callback(Thread *p_self, const Settings &p_settings, Thread::Callback p_callback, void *p_userdata); static PlatformFunctions platform_functions; public: static void _set_platform_functions(const PlatformFunctions &p_functions); _FORCE_INLINE_ ID get_id() const { return id; } // get the ID of the caller thread _FORCE_INLINE_ static ID get_caller_id() { return caller_id; } // get the ID of the main thread _FORCE_INLINE_ static ID get_main_id() { return main_thread_id; } static Error set_name(const String &p_name); void start(Thread::Callback p_callback, void *p_user, const Settings &p_settings = Settings()); bool is_started() const; ///< waits until thread is finished, and deallocates it. void wait_to_finish(); Thread(); ~Thread(); }; #endif // THREAD_H #endif // PLATFORM_THREAD_OVERRIDE