genesis-3d_engine/Engine/foundation/messaging/runthroughhandlerthread.cc

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/****************************************************************************
Copyright (c) 2009, Radon Labs GmbH
Copyright (c) 2011-2013,WebJet Business Division,CYOU
http://www.genesis-3d.com.cn
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 "stdneb.h"
#include "messaging/runthroughhandlerthread.h"
namespace Messaging
{
__ImplementClass(Messaging::RunThroughHandlerThread, 'RTHT', Messaging::HandlerThreadBase);
//------------------------------------------------------------------------------
/**
*/
RunThroughHandlerThread::RunThroughHandlerThread()
{
this->msgQueue.SetSignalOnEnqueueEnabled(false);
}
//------------------------------------------------------------------------------
/**
This adds a new message to the thread's message queue.
*/
void
RunThroughHandlerThread::AddMessage(const GPtr<Message>& msg)
{
n_assert(msg.isvalid());
this->msgQueue.Enqueue(msg);
}
//------------------------------------------------------------------------------
/**
This removes a message from the thread's message queue, regardless
of its state.
*/
void
RunThroughHandlerThread::CancelMessage(const GPtr<Message>& msg)
{
n_assert(msg.isvalid());
this->msgQueue.EraseMatchingElements(msg);
}
//------------------------------------------------------------------------------
/**
The message processing loop.
*/
void
RunThroughHandlerThread::DoWork()
{
this->ThreadOpenHandlers();
while (!this->ThreadStopRequested())
{
bool msgHandled = false;
// do not wait for message, but yield thread on some platforms
// (the yield is only important on the Wii, and doesn't do
// anything on other platforms)
Thread::YieldThread();
// update state of deferred messages
msgHandled = this->ThreadUpdateDeferredMessages();
// process messages
if (!this->msgQueue.IsEmpty())
{
Util::Array<GPtr<Message> > msgArray;
this->msgQueue.DequeueAll(msgArray);
msgHandled |= this->ThreadHandleMessages(msgArray);
}
// signal if at least one message has been handled
if (msgHandled)
{
this->ThreadSignalMessageHandled();
}
// do per-frame update on attached handlers
this->ThreadUpdateHandlers();
}
// cleanup and exit thread
this->ThreadDiscardDeferredMessages();
this->ThreadCloseHandlers();
}
} // namespace Messaging