Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// Class for sending idle messages to a window
#include "stdafx.h"
#include "win_idle.h"
// Stub function to get into the object's main thread loop
DWORD WINAPI CWinIdle::ThreadStub(LPVOID pIdle)
{
return ((CWinIdle *)pIdle)->RunIdle();
}
CWinIdle::CWinIdle() :
m_hIdleThread(NULL),
m_hIdleEvent(NULL),
m_hStopEvent(NULL),
m_hWnd(0),
m_uMsg(0),
m_dwDelay(0)
{
}
CWinIdle::~CWinIdle()
{
EndIdle();
}
DWORD CWinIdle::RunIdle()
{
// Set up an event list
HANDLE aEvents[2];
aEvents[0] = m_hStopEvent;
aEvents[1] = m_hIdleEvent;
// Wait for a stop or idle event
while (WaitForMultipleObjects(2, aEvents, FALSE, INFINITE) != WAIT_OBJECT_0)
{
// Send an idle message
PostMessage(m_hWnd, m_uMsg, m_wParam, m_lParam);
// Wait for a bit...
Sleep(m_dwDelay);
}
return 0;
}
BOOL CWinIdle::StartIdle(HWND hWnd, UINT uMessage, WPARAM wParam, LPARAM lParam, DWORD dwDelay)
{
// Make sure it's not already running
if (m_hIdleThread)
return FALSE;
// Make sure they send in a valid handle..
if (!hWnd)
return FALSE;
// Create the events
m_hIdleEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
m_hStopEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
// Make sure the events got created
if ((!m_hIdleEvent) || (!m_hStopEvent))
return FALSE;
// Create the thread
DWORD dwThreadID;
m_hIdleThread = CreateThread(NULL, 0, CWinIdle::ThreadStub, (void *)this, 0, &dwThreadID);
if (m_hIdleThread)
{
SetThreadPriority(m_hIdleThread, THREAD_PRIORITY_IDLE);
m_hWnd = hWnd;
m_uMsg = uMessage;
m_wParam = wParam;
m_lParam = lParam;
m_dwDelay = dwDelay;
}
return m_hIdleThread != 0;
}
BOOL CWinIdle::EndIdle()
{
// Make sure it's running
if (!m_hIdleThread)
return FALSE;
// Stop the idle thread
SetEvent(m_hStopEvent);
WaitForSingleObject(m_hIdleThread, INFINITE);
CloseHandle(m_hIdleThread);
// Get rid of the event objects
CloseHandle(m_hIdleEvent);
CloseHandle(m_hStopEvent);
// Set everything back to 0
m_hIdleEvent = 0;
m_hStopEvent = 0;
m_hIdleThread = 0;
return TRUE;
}
void CWinIdle::NextIdle()
{
// Make sure the thread's running
if (!m_hIdleThread)
return;
// Signal an idle message
SetEvent(m_hIdleEvent);
}