renderd7/internal/thread.hpp
2021-07-23 13:58:16 +00:00

120 lines
4.5 KiB
C++

#pragma once
#include <3ds.h>
#include <atomic>
#include <functional>
#include <string>
#include "parameter.hpp"
using CTRU_Thread = Thread;
#define THREAD_STACK_SIZE 0x1000
namespace RenderD7 {
namespace Threads
{
inline bool threadrunning = false;
struct Thread
{
Handle handle;
void (*ep)(void);
bool finished;
void* stacktop;
};
bool Create();
bool Join();
void Exit();
}
class Thread {
public:
/**
* @brief Default constructor
* @note This should only be called when calling m3d::Thread::initialize() before calling m3d::Thread::start()
*/
Thread();
/**
* @brief Constructs the thread
* @param t_function The thread function
* @param t_parameter The parameter to pass to the function
* @param t_autostart Whether the thread should start instantly
* @param t_detached Whether the thread starts detached or not
* @param t_stackSize The stacksize allocated for the thread in bytes (rounded to multiples of 8 bytes)
* @note t_function needs to be of type `void` and take one (and only one) parameter of type m3d::Parameter
* @warning If the thread priority is lower than the priority of the calling thread, the thread will never get executed. Use m3d::Thread::getCurrentPriority() to get the priority of the current thread
*/
Thread(std::function<void(RenderD7::Parameter)> t_function, RenderD7::Parameter t_parameter = nullptr, bool t_autostart = false, bool t_detached = false, unsigned long long int t_stackSize = 4 * 1024);
/**
* @brief Destructs the thread
*/
virtual ~Thread();
/**
* @brief Initializes the thread
* @param t_function The thread function
* @param t_parameter The parameter to pass to the function
* @param t_autostart Whether the thread should start instantly
* @param t_detached Whether the thread starts detached or not
* @param t_stackSize The stacksize allocated for the thread in bytes (rounded to multiples of 8 bytes)
* @note t_function needs to be of type `void` and take one (and only one) parameter of type m3d::Parameter
* @warning If the thread priority is lower than the priority of the calling thread, the thread will never get executed. Use m3d::Thread::getCurrentPriority() to get the priority of the current thread
*/
void initialize(std::function<void(RenderD7::Parameter)> t_function, RenderD7::Parameter t_parameter = nullptr, bool t_autostart = false, bool t_detached = false, unsigned long long int t_stackSize = 4 * 1024);
/**
* @brief Sets the size of the stack that gets allocated for the next thread that get's started
* @param t_stackSize The allocated space in bytes (rounded to multiples of 8 bytes)
*/
void setStackSize(unsigned long long int t_stackSize);
/**
* @brief Starts the thread. To restart it, call Thread::join() before
* @param t_detached Whether the thread should start detached or not
*/
void start(bool t_detached = false);
/**
* @brief Detaches the thread
*/
void detach();
/**
* @brief Waits for the thread to finish
* @param t_timeout The timeout in nanoseconds. Leave it for no timeout
*/
void join(long long unsigned int t_timeout = U64_MAX);
bool isRunning();
/**
* @brief Puts the thread to sleep
*
* This is needed if you have multiple threads running at the same time. It doesn't affect the execution-time of the thread, it just makes it possible for the other threads to get their chance to shine.
*/
static void sleep();
/**
* @brief Sleeps for the given time
* @param t_milliseconds The time to sleep in milliseconds
*/
static void sleep(int t_milliseconds);
private:
struct ThreadData {
RenderD7::Parameter m_parameter;
std::function<void(RenderD7::Parameter)> m_function;
std::atomic<bool>* m_running;
};
static void threadFunction(void* t_arg);
/* data */
int m_priority, m_stackSize;
bool m_started;
std::atomic<bool> m_running;
RenderD7::Thread::ThreadData m_data;
CTRU_Thread m_thread;
};
}