OpenSceneGraph/include/osg/OperationsThread
2007-07-09 19:04:36 +00:00

174 lines
5.2 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSG_OPERATIONSTHREAD
#define OSG_OPERATIONSTHREAD 1
#include <osg/observer_ptr>
#include <osg/Object>
#include <OpenThreads/Thread>
#include <OpenThreads/Barrier>
#include <OpenThreads/Condition>
#include <OpenThreads/Block>
#include <list>
namespace osg {
class RefBlock: virtual public osg::Referenced, public OpenThreads::Block
{
public:
RefBlock() {}
};
/** Base class for implementing graphics operations.*/
class Operation : virtual public Referenced
{
public:
Operation(const std::string& name, bool keep):
_name(name),
_keep(keep) {}
/** Set the human readable name of the operation.*/
void setName(const std::string& name) { _name = name; }
/** Get the human readable name of the operation.*/
const std::string& getName() const { return _name; }
/** Set whether the operation should be kept once its been applied.*/
void setKeep(bool keep) { _keep = keep; }
/** Get whether the operation should be kept once its been applied.*/
bool getKeep() const { return _keep; }
/** if this operation is a barrier then release it.*/
virtual void release() {}
/** Do the actual task of this operation.*/
virtual void operator () (Object*) = 0;
protected:
virtual ~Operation() {}
std::string _name;
bool _keep;
};
class OSG_EXPORT OperationQueue : public Referenced
{
public:
OperationQueue();
RefBlock* getOperationsBlock() { return _operationsBlock.get(); }
const RefBlock* getOperationsBlock() const { return _operationsBlock.get(); }
/** Get the next operation from the operation queue.
* Return null ref_ptr<> if no operations are left in queue. */
osg::ref_ptr<Operation> getNextOperation();
/** Add operation to end of OperationQueue, this will be
* executed by the operation thread once this operation gets to the head of the queue.*/
void add(Operation* operation);
/** Remove operation from OperationQueue.*/
void remove(Operation* operation);
/** Remove named operation from OperationQueue.*/
void remove(const std::string& name);
/** Remove all operations from OperationQueue.*/
void removeAllOperations();
/** Call release on all operations. */
void releaseAllOperations();
protected:
virtual ~OperationQueue();
typedef std::list< ref_ptr<Operation> > Operations;
OpenThreads::Mutex _operationsMutex;
osg::ref_ptr<osg::RefBlock> _operationsBlock;
Operations _operations;
Operations::iterator _currentOperationIterator;
};
/** GraphicsThread is a helper class for running OpenGL GraphicsOperation within a single thread assigned to a specific GraphicsContext.*/
class OSG_EXPORT OperationsThread : public Referenced, public OpenThreads::Thread
{
public:
OperationsThread();
void setParent(Object* parent) { _parent = parent; }
Object* getParent() { return _parent.get(); }
const Object* getParent() const { return _parent.get(); }
/** Add operation to end of OperationQueue, this will be
* executed by the graphics thread once this operation gets to the head of the queue.*/
void add(Operation* operation);
/** Remove operation from OperationQueue.*/
void remove(Operation* operation);
/** Remove named operation from OperationQueue.*/
void remove(const std::string& name);
/** Remove all operations from OperationQueue.*/
void removeAllOperations();
/** Get the operation currently being run.*/
osg::ref_ptr<Operation> getCurrentOperation() { return _currentOperation; }
/** Run does the graphics thread run loop.*/
virtual void run();
void setDone(bool done);
bool getDone() const { return _done; }
/** Cancel this graphics thread.*/
virtual int cancel();
protected:
virtual ~OperationsThread();
observer_ptr<Object> _parent;
typedef std::list< ref_ptr<Operation> > Operations;
bool _done;
OpenThreads::Mutex _operationsMutex;
osg::ref_ptr<osg::RefBlock> _operationsBlock;
Operations _operations;
osg::ref_ptr<Operation> _currentOperation;
};
}
#endif