6e8fbca745
match the genesis editor version 1.3.0.653.
107 lines
3.4 KiB
C++
107 lines
3.4 KiB
C++
/****************************************************************************
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Copyright (c) 2009, Radon Labs GmbH
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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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 deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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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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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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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 FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "stdneb.h"
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#include "messaging/runthroughhandlerthread.h"
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namespace Messaging
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{
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__ImplementClass(Messaging::RunThroughHandlerThread, 'RTHT', Messaging::HandlerThreadBase);
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//------------------------------------------------------------------------------
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/**
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*/
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RunThroughHandlerThread::RunThroughHandlerThread()
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{
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this->msgQueue.SetSignalOnEnqueueEnabled(false);
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}
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//------------------------------------------------------------------------------
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/**
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This adds a new message to the thread's message queue.
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*/
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void
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RunThroughHandlerThread::AddMessage(const GPtr<Message>& msg)
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{
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n_assert(msg.isvalid());
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this->msgQueue.Enqueue(msg);
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}
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//------------------------------------------------------------------------------
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/**
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This removes a message from the thread's message queue, regardless
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of its state.
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*/
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void
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RunThroughHandlerThread::CancelMessage(const GPtr<Message>& msg)
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{
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n_assert(msg.isvalid());
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this->msgQueue.EraseMatchingElements(msg);
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}
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//------------------------------------------------------------------------------
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/**
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The message processing loop.
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*/
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void
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RunThroughHandlerThread::DoWork()
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{
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this->ThreadOpenHandlers();
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while (!this->ThreadStopRequested())
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{
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bool msgHandled = false;
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// do not wait for message, but yield thread on some platforms
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// (the yield is only important on the Wii, and doesn't do
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// anything on other platforms)
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Thread::YieldThread();
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// update state of deferred messages
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msgHandled = this->ThreadUpdateDeferredMessages();
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// process messages
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if (!this->msgQueue.IsEmpty())
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{
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Util::Array<GPtr<Message> > msgArray;
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this->msgQueue.DequeueAll(msgArray);
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msgHandled |= this->ThreadHandleMessages(msgArray);
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}
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// signal if at least one message has been handled
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if (msgHandled)
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{
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this->ThreadSignalMessageHandled();
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}
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// do per-frame update on attached handlers
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this->ThreadUpdateHandlers();
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}
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// cleanup and exit thread
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this->ThreadDiscardDeferredMessages();
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this->ThreadCloseHandlers();
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}
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} // namespace Messaging
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