godot/core/os/thread.h

/**************************************************************************/
/*  thread.h                                                              */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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/* 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  */
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/* included in all copies or substantial portions of the Software.        */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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#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"

#ifdef MINGW_ENABLED
#define MINGW_STDTHREAD_REDUNDANCY_WARNING
#include "thirdparty/mingw-std-threads/mingw.thread.h"
#define THREADING_NAMESPACE
#else
#include <thread>
#define THREADING_NAMESPACE
#endif

class String;

#ifdef THREADS_ENABLED

class Thread {};

#else // No threads.

class Thread {
public:
	typedef void (*Callback)(void *p_userdata);

	typedef uint64_t ID;

	enum : ID {
		UNASSIGNED_ID = 0,
		MAIN_ID = 1
	};

	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 PlatformFunctions platform_functions;

	static void make_main_thread() {}
	static void release_main_thread() {}

public:
	static void _set_platform_functions(const PlatformFunctions &p_functions);

	_FORCE_INLINE_ ID get_id() const { return 0; }
	_FORCE_INLINE_ static ID get_caller_id() { return MAIN_ID; }
	_FORCE_INLINE_ static ID get_main_id() { return MAIN_ID; }

	_FORCE_INLINE_ static bool is_main_thread() { return true; }

	static Error set_name(const String &p_name) { return ERR_UNAVAILABLE; }

	void start(Thread::Callback p_callback, void *p_user, const Settings &p_settings = Settings()) {}
	bool is_started() const { return false; }
	void wait_to_finish() {}
};

#endif // THREADS_ENABLED

#endif // THREAD_H

#endif // PLATFORM_THREAD_OVERRIDE