mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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83 lines
2.9 KiB
C++
83 lines
2.9 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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// For VS2005.
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#define _WIN32_WINNT 0x501
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#include "platformWin32/platformWin32.h"
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#include "platform/async/asyncUpdate.h"
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AsyncUpdateThread::AsyncUpdateThread( String name, AsyncUpdateList* updateList )
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: Parent( 0, 0, false, false ),
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mUpdateList( updateList ),
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mName( name )
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{
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// Create an auto-reset event in non-signaled state.
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mUpdateEvent = CreateEvent( NULL, false, false, NULL );
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}
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AsyncUpdateThread::~AsyncUpdateThread()
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{
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CloseHandle( ( HANDLE ) mUpdateEvent );
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}
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void AsyncUpdateThread::_waitForEventAndReset()
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{
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WaitForSingleObject( ( HANDLE ) mUpdateEvent, INFINITE );
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}
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void AsyncUpdateThread::triggerUpdate()
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{
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SetEvent( ( HANDLE ) mUpdateEvent );
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}
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AsyncPeriodicUpdateThread::AsyncPeriodicUpdateThread( String name,
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AsyncUpdateList* updateList,
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U32 intervalMS )
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: Parent( name, updateList )
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{
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mUpdateTimer = CreateWaitableTimer( NULL, FALSE, NULL );
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// This is a bit contrived. The 'dueTime' is in 100 nanosecond intervals
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// and relative if it is negative. The period is in milliseconds.
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LARGE_INTEGER deltaTime;
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deltaTime.QuadPart = - LONGLONG( intervalMS * 10 /* micro */ * 1000 /* milli */ );
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SetWaitableTimer( ( HANDLE ) mUpdateTimer, &deltaTime, intervalMS, NULL, NULL, FALSE );
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}
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AsyncPeriodicUpdateThread::~AsyncPeriodicUpdateThread()
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{
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CloseHandle( ( HANDLE ) mUpdateTimer );
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}
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void AsyncPeriodicUpdateThread::_waitForEventAndReset()
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{
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HANDLE handles[ 2 ];
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handles[ 0 ] = ( HANDLE ) mUpdateEvent;
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handles[ 1 ] = ( HANDLE ) mUpdateTimer;
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WaitForMultipleObjects( 2, handles, FALSE, INFINITE );
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}
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