Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// WinIdle.h - Defines a class for sending idle messages to a window from a secondary thread
#ifndef __WINIDLE_H__
#define __WINIDLE_H__
class CWinIdle
{
protected:
HANDLE m_hIdleEvent, m_hStopEvent;
HWND m_hWnd;
UINT m_uMsg;
WPARAM m_wParam;
LPARAM m_lParam;
DWORD m_dwDelay;
HANDLE m_hIdleThread;
// The thread calling stub
static DWORD WINAPI ThreadStub(LPVOID pIdle);
// The actual idle loop
virtual DWORD RunIdle();
public:
CWinIdle();
virtual ~CWinIdle();
inline DWORD GetDelay() {return m_dwDelay;}
inline void SetDelay(DWORD delay) {m_dwDelay = delay;}
// Member access
virtual HANDLE GetThreadHandle() const { return m_hIdleThread; };
// Start idling, and define the message and window to use
// Returns TRUE on success
virtual BOOL StartIdle(HWND hWnd, UINT uMessage, WPARAM wParam = 0, LPARAM lParam = 0, DWORD dwDelay = 0);
// Stop idling
// Returns TRUE on success
virtual BOOL EndIdle();
// Notify the idle process that the message was received.
// Note : If this function is not called, the idle thread will not send any messages
virtual void NextIdle();
};
// Used to slow down the idle thread while dialogs are up.
class IdleChanger
{
public:
IdleChanger(CWinIdle *pIdle, DWORD msDelay)
{
m_pIdle = pIdle;
m_OldDelay = pIdle->GetDelay();
pIdle->SetDelay(msDelay);
}
~IdleChanger()
{
m_pIdle->SetDelay(m_OldDelay);
}
CWinIdle *m_pIdle;
DWORD m_OldDelay;
};
#endif //__WINIDLE_H__