📄 chconstruct.cpp
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/*----------------------------------------------------------------------------
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/\ | | | (_)
/ \ _ __ __| |_ __ ___ _ __ ___ ___ __| |_ __ _
/ /\ \ | '_ \ / _` | '__/ _ \| '_ ` _ \ / _ \/ _` | |/ _` |
/ ____ \| | | | (_| | | | (_) | | | | | | __/ (_| | | (_| |
/_/ \_\_| |_|\__,_|_| \___/|_| |_| |_|\___|\__,_|_|\__,_|
The contents of this file are subject to the Andromedia Public
License Version 1.0 (the "License"); you may not use this file
except in compliance with the License. You may obtain a copy of
the License at http://www.andromedia.com/APL/
Software distributed under the License is distributed on an
"AS IS" basis, WITHOUT WARRANTY OF ANY KIND, either express or
implied. See the License for the specific language governing
rights and limitations under the License.
The Original Code is Pueblo client code, released November 4, 1998.
The Initial Developer of the Original Code is Andromedia Incorporated.
Portions created by Andromedia are Copyright (C) 1998 Andromedia
Incorporated. All Rights Reserved.
Andromedia Incorporated 415.365.6700
818 Mission Street - 2nd Floor 415.365.6701 fax
San Francisco, CA 94103
Contributor(s):
--------------------------------------------------------------------------
Chaco team: Dan Greening, Glenn Crocker, Jim Doubek,
Coyote Lussier, Pritham Shetty.
Wrote and designed original codebase.
------------------------------------------------------------------------------
Implementation of all thread entry functions.
----------------------------------------------------------------------------*/
// $Header: /home/cvs/chaco/modules/client/msw/ChGraphx/ChConstruct.cpp,v 1.6 1996/06/27 03:43:04 jimd Exp $
#include "grheader.h"
#if (defined(CH_USE_RLAB) || defined(CH_USE_D3D))
#include <QvInfo.h>
#include <QvState.h>
#include "ChMaze.h"
#include "CvInstnc.h"
UINT ConstructionThread( LPVOID pData )
{
ChUnderConstruction *pProject = (ChUnderConstruction *)pData;
TRACE( "Start construction thread.. \n" );
// Do the work
pProject->GetContext()->ConstructScene(pProject->GetRoot());
// Send a event that I am terminating, this is used by the main
// thread to block till the thread terminates.
HANDLE hEvent = pProject->GetContext()->GetEndConstructEvent();
delete pProject;
TRACE( "End construction thread\n" );
::SetEvent( hEvent );
AfxEndThread( 0 );
return 0;
}
UINT ReConstructInstanceThread( LPVOID pData )
{
ChRenderContext *pRndrContext = (ChRenderContext*)pData;
TRACE( "Start Reconstruction thread.. \n" );
DWORD dwStatus;
while (WAIT_FAILED !=
(dwStatus =
::WaitForMultipleObjects( pRndrContext->GetTotalReConstructEvents(),
pRndrContext->GetReConstructEvents(), false,
INFINITE )))
{
DWORD lEvent = dwStatus - WAIT_OBJECT_0;
if ( pRndrContext->TerminateReconstruct( lEvent ) )
{
// Delete the current thread
TRACE( "End Reconstruction thread : Terminate on event\n" );
// Notify that abort was done and it is now clear to proceed
::SetEvent( pRndrContext->GetEndConstructEvent() );
AfxEndThread( 0 );
return ( 0 );
}
else if ( pRndrContext->AbortReconstruct( lEvent ) )
{
// cleanup the current reconstuct requests
TRACE( "Aborting all Reconstruction requests \n" );
pRndrContext->ClearReconstruction();
// Notify that abort was done and it is now clear to proceed
::SetEvent( pRndrContext->GetEndConstructEvent() );
}
else
{ // should be construct event
ChQvInstance *pInst;
while ( pRndrContext->ContinueConstruction()
&& (pInst = pRndrContext->GetNextReconstruction( false )) )
{
//TRACE( "Starting a new reconstruction\n" );
pInst->Reconstruct( pRndrContext );
pRndrContext->RemoveReconstruction(pInst);
}
// Force a redraw
//pRndrContext->LockScene();
//pRndrContext->SetDirty();
//pRndrContext->UnlockScene();
}
}
TRACE( "End Reconstruction thread : Terminate on failure\n" );
AfxEndThread( 0 );
return 0;
}
#endif // RLAB
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