text: //
  // Copyright (c) 2008-2015 the Urho3D project.
  //
  // Permission is hereby granted, free of charge, to any person obtaining a copy
  // of this software and associated documentation files (the "Software"), to deal
  // in the Software without restriction, including without limitation the rights
  // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  // copies of the Software, and to permit persons to whom the Software is
  // furnished to do so, subject to the following conditions:
  //
  // The above copyright notice and this permission notice shall be included in
  // all copies or substantial portions of the Software.
  //
  // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  // THE SOFTWARE.
  //
  
  #include "../Precompiled.h"
  
  #include "../Core/Thread.h"
  
  #ifdef _WIN32
  #include <windows.h>
  #else
  #include <pthread.h>
  #endif
  
  #include "../DebugNew.h"
  
  namespace Urho3D
  {
  
  #ifdef URHO3D_THREADING
  #ifdef _WIN32
  
  DWORD WINAPI ThreadFunctionStatic(void* data)
  {
      Thread* thread = static_cast<Thread*>(data);
      thread->ThreadFunction();
      return 0;
  }
  
  #else
  
  void* ThreadFunctionStatic(void* data)
  {
      Thread* thread = static_cast<Thread*>(data);
      thread->ThreadFunction();
      pthread_exit((void*)0);
      return 0;
  }
  
  #endif
  #endif
  
  ThreadID Thread::mainThreadID;
  
  Thread::Thread() :
      handle_(0),
      shouldRun_(false)
  {
  }
  
  Thread::~Thread()
  {
      Stop();
  }
  
  bool Thread::Run()
  {
  #ifdef URHO3D_THREADING
      // Check if already running
      if (handle_)
          return false;
  
      shouldRun_ = true;
  #ifdef _WIN32
      handle_ = CreateThread(0, 0, ThreadFunctionStatic, this, 0, 0);
  #else
      handle_ = new pthread_t;
      pthread_attr_t type;
      pthread_attr_init(&type);
      pthread_attr_setdetachstate(&type, PTHREAD_CREATE_JOINABLE);
      pthread_create((pthread_t*)handle_, &type, ThreadFunctionStatic, this);
  #endif
      return handle_ != 0;
  #else
      return false;
  #endif
  }
  
  void Thread::Stop()
  {
  #ifdef URHO3D_THREADING
      // Check if already stopped
      if (!handle_)
          return;
  
      shouldRun_ = false;
  #ifdef _WIN32
      WaitForSingleObject((HANDLE)handle_, INFINITE);
      CloseHandle((HANDLE)handle_);
  #else
      pthread_t* thread = (pthread_t*)handle_;
      if (thread)
          pthread_join(*thread, 0);
      delete thread;
  #endif
      handle_ = 0;
  #endif
  }
  
  void Thread::SetPriority(int priority)
  {
  #ifdef URHO3D_THREADING
  #ifdef _WIN32
      if (handle_)
          SetThreadPriority((HANDLE)handle_, priority);
  #endif
  #if defined(__linux__) && !defined(ANDROID) && !defined(__EMSCRIPTEN__)
      pthread_t* thread = (pthread_t*)handle_;
      if (thread)
          pthread_setschedprio(*thread, priority);
  #endif
  #endif
  }
  
  void Thread::SetMainThread()
  {
      mainThreadID = GetCurrentThreadID();
  }
  
  ThreadID Thread::GetCurrentThreadID()
  {
  #ifdef _WIN32
      return GetCurrentThreadId();
  #else
      return pthread_self();
  #endif
  }
  
  bool Thread::IsMainThread()
  {
  #ifdef URHO3D_THREADING
      return GetCurrentThreadID() == mainThreadID;
  #else
      return true;
  #endif
  }
  
  }
  