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/*
* Rune Game Engine
* Copyright 2024 Danny Holman <dholman@gymli.org>
*
* 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 <rune/util/types.h>
#include <rune/util/list.h>
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
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