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151 lines
3 KiB
C++
151 lines
3 KiB
C++
/*
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* Copyright (c) 2005, Eric Crahen
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is furnished
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* to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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*/
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#ifndef __ZTSTATE_H__
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#define __ZTSTATE_H__
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namespace ZThread {
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/**
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* @class State
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* @author Eric Crahen <http://www.code-foo.com>
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* @date <2003-07-16T20:04:01-0400>
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* @version 2.2.1
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*
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* Class to encapsulate the current state of the threads life-cycle.
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*/
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class State {
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public:
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//! Various states
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typedef enum { REFERENCE, IDLE, RUNNING, JOINED } STATE;
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/**
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* Create State with the given flag set.
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*/
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State(STATE initialState) : _state(initialState) {}
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/**
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* Test for the IDLE state. No task has yet run.
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*/
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bool isIdle() const {
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return _state == IDLE;
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}
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/**
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* Test for the JOINED state. A task has completed and
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* the thread is join()ed.
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*
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* @return bool
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*/
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bool isJoined() const {
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return _state == JOINED;
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}
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/**
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* Test for the RUNNING state. A task is in progress.
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*
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* @return bool
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*/
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bool isRunning() const {
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return _state == RUNNING;
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}
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/**
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* Test for the REFERENCE state. A task is in progress but not
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* under control of this library.
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*
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* @return bool
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*/
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bool isReference() const {
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return _state == REFERENCE;
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}
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/**
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* Transition to the IDLE state.
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*
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* @return bool true if successful
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*/
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bool setIdle() {
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if(_state != RUNNING)
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return false;
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_state = IDLE;
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return true;
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}
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/**
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* Transition to the RUNNING state.
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*
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* @return bool true if successful
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*/
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bool setRunning() {
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if(_state != IDLE)
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return false;
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_state = RUNNING;
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return true;
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}
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/**
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* Transition to the REFERENCE state.
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*
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* @return bool true if successful
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*/
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bool setReference() {
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if(_state != IDLE)
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return false;
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_state = REFERENCE;
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return true;
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}
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/**
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* Transition to the JOINED state.
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*
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* @return bool true if successful
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*/
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bool setJoined() {
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_state = JOINED;
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return true;
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}
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private:
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//! Current state
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STATE _state;
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};
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};
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#endif
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