60 lines
2.3 KiB
C++
60 lines
2.3 KiB
C++
/***
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Copyright (C) 2021 J Reece Wilson (a/k/a "Reece"). All rights reserved.
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File: IWorkItem.hpp
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Date: 2021-11-1
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Author: Reece
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***/
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#pragma once
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namespace Aurora::Async
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{
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AUE_DEFINE(EWorkPrio, (
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eLowestPrio,
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eLowPrio,
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eNormalPrio,
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eHighPrio,
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eHighestPrio
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));
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struct IWorkItem
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{
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virtual AuSPtr<IWorkItem> WaitFor(const AuSPtr<IWorkItem> &pWorkItem) = 0;
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virtual AuSPtr<IWorkItem> WaitFor(const AuList<AuSPtr<IWorkItem>> &workItems) = 0;
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// ms = time relative to the current time
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virtual AuSPtr<IWorkItem> SetSchedTime(AuUInt32 ms) = 0;
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// ns = Aurora::Time::CurrentClockMS() + relativeMs
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virtual AuSPtr<IWorkItem> SetSchedTimeAbs(AuUInt32 ms) = 0;
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// ns = time relative to the current time
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virtual AuSPtr<IWorkItem> SetSchedTimeNs(AuUInt64 ns) = 0;
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// ns = Aurora::Time::CurrentClockNS() + relativeNs
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virtual AuSPtr<IWorkItem> SetSchedTimeNsAbs(AuUInt64 ns) = 0;
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// ns = Aurora::Time::SteadyClockNS() + relativeNs
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virtual AuSPtr<IWorkItem> SetSchedSteadyTimeNsAbs(AuUInt64 ns) = 0;
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// ms = time relative to the time at which the work item would otherwise dispatch
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virtual AuSPtr<IWorkItem> AddDelayTime(AuUInt32 ms) = 0;
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// ns = time relative to the time at which the work item would otherwise dispatch
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virtual AuSPtr<IWorkItem> AddDelayTimeNs(AuUInt64 ns) = 0;
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// inverted WaitFor
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virtual AuSPtr<IWorkItem> Then(const AuSPtr<IWorkItem> &next) = 0;
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virtual AuSPtr<IWorkItem> Dispatch() = 0;
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virtual void SetPrio(EWorkPrio prio) = 0;
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virtual bool BlockUntilComplete() = 0;
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virtual bool HasFinished() = 0;
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virtual bool HasFailed() = 0;
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virtual void Cancel() = 0;
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virtual void *GetPrivateData() = 0;
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};
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} |