/*
* Copyright (c) 2005, Eric Crahen
*
* 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.
*
*/
#ifndef __ZTSTATE_H__
#define __ZTSTATE_H__
namespace ZThread {
/**
* @class State
* @author Eric Crahen <http://www.code-foo.com>
* @date <2003-07-16T20:04:01-0400>
* @version 2.2.1
*
* Class to encapsulate the current state of the threads life-cycle.
*/
class State {
public:
//! Various states
typedef enum { REFERENCE, IDLE, RUNNING, JOINED } STATE;
/**
* Create State with the given flag set.
*/
State(STATE initialState) : _state(initialState) {}
/**
* Test for the IDLE state. No task has yet run.
*/
bool isIdle() const {
return _state == IDLE;
}
/**
* Test for the JOINED state. A task has completed and
* the thread is join()ed.
*
* @return bool
*/
bool isJoined() const {
return _state == JOINED;
}
/**
* Test for the RUNNING state. A task is in progress.
*
* @return bool
*/
bool isRunning() const {
return _state == RUNNING;
}
/**
* Test for the REFERENCE state. A task is in progress but not
* under control of this library.
*
* @return bool
*/
bool isReference() const {
return _state == REFERENCE;
}
/**
* Transition to the IDLE state.
*
* @return bool true if successful
*/
bool setIdle() {
if(_state != RUNNING)
return false;
_state = IDLE;
return true;
}
/**
* Transition to the RUNNING state.
*
* @return bool true if successful
*/
bool setRunning() {
if(_state != IDLE)
return false;
_state = RUNNING;
return true;
}
/**
* Transition to the REFERENCE state.
*
* @return bool true if successful
*/
bool setReference() {
if(_state != IDLE)
return false;
_state = REFERENCE;
return true;
}
/**
* Transition to the JOINED state.
*
* @return bool true if successful
*/
bool setJoined() {
_state = JOINED;
return true;
}
private:
//! Current state
STATE _state;
};
};
#endif
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