text: /* Copyright (c) <2003-2016> <Julio Jerez, Newton Game Dynamics>
  * 
  * 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 __DG_MUTEX_THREAD_H__
  #define __DG_MUTEX_THREAD_H__
  
  #include "dgTypes.h"
  #include "dgThread.h"
  
  class dgMutexThread: public dgThread
  {
  	public:
  	dgMutexThread(const char* const name, dgInt32 id, dgInt32 stackSize);
  	virtual ~dgMutexThread(void);
  
  	void Tick(); 
  	void Terminate(); 
  	bool IsBusy() const;
  
  	protected:
  	virtual void Execute (dgInt32 threadID);
  	virtual void TickCallback (dgInt32 threadID) = 0;
  
  	private:
  	dgInt32 m_isBusy;
  	dgSemaphore m_myMutex;
  	dgSemaphore m_callerMutex;
  };
  
  #endif