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virtual plUInt32 | Run () override |
| The run function can be used to implement a long running task in a thread in a platform independent way.
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| plThread (plStringView sName="plThread", plUInt32 uiStackSize=128 *1024) |
| Initializes the runnable class.
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virtual | ~plThread () |
| Destructor checks if the thread is deleted while still running, which is not allowed as this is a data hazard.
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plThreadStatus | GetThreadStatus () const |
| Returns the thread status.
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bool | IsRunning () const |
| Helper function to determine if the thread is running.
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const char * | GetThreadName () const |
| Returns the thread name.
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| plOSThread (plOSThreadEntryPoint threadEntryPoint, void *pUserData=nullptr, plStringView sName="plOSThread", plUInt32 uiStackSize=128 *1024) |
| Initializes the thread instance (e.g. thread creation etc.)
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virtual | ~plOSThread () |
| Destructor.
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void | Start () |
| Starts the thread.
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void | Join () |
| Waits in the calling thread until the thread has finished execution (e.g. returned from the thread function)
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const plThreadID & | GetThreadID () const |
| Returns the thread ID of the thread object, may be used in comparison operations with plThreadUtils::GetCurrentThreadID() for example.
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enum | plThreadStatus { Created = 0
, Running
, Finished
} |
| Describes the thread status.
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static const plThread * | GetCurrentThread () |
| Returns the current plThread if the current platform thread is an plThread. Returns nullptr otherwise.
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static plInt32 | GetThreadCount () |
| Returns how many plOSThreads are currently active.
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static plEvent< const plThreadEvent &, plMutex > | s_ThreadEvents |
| These events inform about threads starting and finishing.
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plThreadHandle | m_hHandle |
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plThreadID | m_ThreadID |
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plOSThreadEntryPoint | m_EntryPoint |
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void * | m_pUserData |
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plString | m_sName |
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plUInt32 | m_uiStackSize |
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◆ Run()
plUInt32 plProcessThread::Run |
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overridevirtual |
The run function can be used to implement a long running task in a thread in a platform independent way.
Implements plThread.
The documentation for this class was generated from the following files:
- Code/Editor/EditorFramework/Assets/AssetProcessor.h
- Code/Editor/EditorFramework/Assets/Implementation/AssetProcessor.cpp