Open-source, cross-platform 2D and 3D game engine built in C++
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Urho3D::WorkItem Struct Reference

#include </var/dev/u3d/stable/Source/Urho3D/Core/WorkQueue.h>

Inheritance diagram for Urho3D::WorkItem:
Collaboration diagram for Urho3D::WorkItem:

Public Attributes

void(* workFunction_ )(const WorkItem *, unsigned)
 Work function. Called with the work item and thread index (0 = main thread) as parameters.
void * start_ {}
 Data start pointer.
void * end_ {}
 Data end pointer.
void * aux_ {}
 Auxiliary data pointer.
unsigned priority_ {}
 Priority. Higher value = will be completed first.
bool sendEvent_ {}
 Whether to send event on completion.
std::atomic< bool > completed_ {}
 Completed flag.

Private Attributes

bool pooled_ {}


class WorkQueue

Additional Inherited Members

- Public Member Functions inherited from Urho3D::RefCounted
 RefCounted ()
 Construct. Allocate the reference count structure and set an initial self weak reference.
virtual ~RefCounted ()
 Destruct. Mark as expired and also delete the reference count structure if no outside weak references exist.
 RefCounted (const RefCounted &rhs)=delete
 Prevent copy construction.
RefCountedoperator= (const RefCounted &rhs)=delete
 Prevent assignment.
void AddRef ()
void ReleaseRef ()
int Refs () const
int WeakRefs () const
RefCountRefCountPtr ()
 Return pointer to the reference count structure.

Detailed Description

Work queue item.

The documentation for this struct was generated from the following file: