/* * Rune Game Engine * Copyright 2024 Danny Holman * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. */ #ifndef RUNE_CORE_THREAD_H #define RUNE_CORE_THREAD_H #include #include struct thread { int ID; int detached; void *thread_handle; struct list_head list; }; struct mutex { int ID; void *mutex_handle; struct list_head list; }; RAPI void rune_init_thread_api(void); RAPI int rune_thread_init(void* (*thread_fn)(void *data), void *data, int detached); RAPI int rune_thread_cancel(int ID); RAPI int rune_thread_join(int ID, void **retval); RAPI int rune_thread_self(void); RAPI void rune_thread_exit(void *retval); RAPI int rune_mutex_init(void); RAPI int rune_mutex_destroy(int ID); RAPI int rune_mutex_lock(int ID); RAPI int rune_mutex_unlock(int ID); #endif