void VThreadProc(void) { std::shared_ptr<IResHandle> handle = m_pCache->VGetHandle(m_res); if(m_cb) { m_cb(handle); } Succeed(); }
void ActorProcess::DeleteActorDelegate(IEventPtr data) { std::shared_ptr<DeleteActorEvent> event = std::static_pointer_cast<DeleteActorEvent>(data); if(event->m_id == m_actor->GetId()) { VOnActorDelete(); Succeed(); } }
void UnprotectedProcess::VThreadProc() { DWORD dwCount = 0; while (dwCount < m_maxLoops) { dwCount++; g_unprotectedTotal++; } Succeed(); }
void MainMenuProcess::VOnInit( void ) { UIElement* pScreen = UserInterface::AddScreenFromFile( "MainMenu", "Screens/MainMenu.xml" ); pScreen->GetElement<UIButton>( "btn_new_game" )->SetCallbackFunction( [&] ( UIElement* pElement, void* pArgs ) { GameProcess* pGameProcess = new GameProcess(); AttachChild( pGameProcess ); pGameProcess->Release(); Succeed(); }); }
void ProtectedProcess::VThreadProc() { DWORD dwCount = 0; while (dwCount < m_maxLoops) { dwCount++; { ScopedCriticalSection locker(g_criticalSection); g_protectedTotal++; } } Succeed(); }
void Place(int S) { LevelCount[S]++; Count++; if (S >= 81) { Succeed(); return; } int S2 = NextSeq(S); SwapSeqEntries(S, S2); int Square = Sequence[S]; int BlockIndex = InBlock[Square], RowIndex = InRow[Square], ColIndex = InCol[Square]; int Possibles = Block[BlockIndex] & Row[RowIndex] & Col[ColIndex]; while (Possibles) { int valbit = Possibles & (-Possibles); // Lowest 1 bit in Possibles Possibles &= ~valbit; Entry[Square] = valbit; Block[BlockIndex] &= ~valbit; Row[RowIndex] &= ~valbit; Col[ColIndex] &= ~valbit; Place(S + 1); Entry[Square] = BLANK; // Could be moved out of the loop Block[BlockIndex] |= valbit; Row[RowIndex] |= valbit; Col[ColIndex] |= valbit; } SwapSeqEntries(S, S2); }