Ken Van Hoeylandt 415096c3b2
Update docs and fix bugs (#149)
Improved the docs for the 3 main Tactility projects. I also fixed some inaccuracies and bugs in certain APIs as I went through the code.
2025-01-07 20:45:23 +01:00

230 lines
5.5 KiB
C++

#pragma once
#include "CoreDefines.h"
#include "CoreTypes.h"
#include <cstddef>
#include <cstdint>
#include <string>
#include "RtosCompatTask.h"
namespace tt {
typedef TaskHandle_t ThreadId;
class Thread {
public:
typedef enum {
StateStopped,
StateStarting,
StateRunning,
} State;
/** ThreadPriority */
typedef enum {
PriorityNone = 0, /**< Uninitialized, choose system default */
PriorityIdle = 1,
PriorityLowest = 2,
PriorityLow = 3,
PriorityNormal = 4,
PriorityHigh = 5,
PriorityHigher = 6,
PriorityHighest = 7
} Priority;
/** ThreadCallback Your callback to run in new thread
* @warning never use osThreadExit in Thread
*/
typedef int32_t (*Callback)(void* context);
/** Write to stdout callback
* @param[in] data pointer to data
* @param[in] size data size @warning your handler must consume everything
*/
typedef void (*StdoutWriteCallback)(const char* data, size_t size);
/** Thread state change callback called upon thread state change
* @param[in] state new thread state
* @param[in] context callback context
*/
typedef void (*StateCallback)(State state, void* context);
typedef struct {
Thread* thread;
TaskHandle_t taskHandle;
State state;
Callback callback;
void* callbackContext;
int32_t callbackResult;
StateCallback stateCallback;
void* stateCallbackContext;
std::string name;
Priority priority;
// Keep all non-alignable byte types in one place,
// this ensures that the size of this structure is minimal
bool isStatic;
configSTACK_DEPTH_TYPE stackSize;
} Data;
Thread();
/** Allocate Thread, shortcut version
* @param[in] name
* @param[in] stack_size
* @param[in] callback
* @param[in] callbackContext
* @return Thread*
*/
Thread(
const std::string& name,
configSTACK_DEPTH_TYPE stackSize,
Callback callback,
_Nullable void* callbackContext
);
~Thread();
/** Set Thread name
* @param[in] name string
*/
void setName(const std::string& name);
/** Mark thread as service
* The service cannot be stopped or removed, and cannot exit from the thread body
*/
void markAsStatic();
/** Check if thread is as service
* If true, the service cannot be stopped or removed, and cannot exit from the thread body
*/
bool isMarkedAsStatic() const;
/** Set Thread stack size
* @param[in] stackSize stack size in bytes
*/
void setStackSize(size_t stackSize);
/** Set Thread callback
* @param[in] callback ThreadCallback, called upon thread run
* @param[in] callbackContext what to pass to the callback
*/
void setCallback(Callback callback, _Nullable void* callbackContext = nullptr);
/** Set Thread priority
* @param[in] priority ThreadPriority value
*/
void setPriority(Priority priority);
/** Set Thread state change callback
* @param[in] callback state change callback
* @param[in] callbackContext pointer to context
*/
void setStateCallback(StateCallback callback, _Nullable void* callbackContext = nullptr);
/** Get Thread state
* @return thread state from ThreadState
*/
State getState() const;
/** Start Thread
*/
void start();
/** Join Thread
* @warning Use this method only when CPU is not busy (Idle task receives control), otherwise it will wait forever.
* @return success result
*/
bool join();
/** Get FreeRTOS ThreadId for Thread instance
* @return ThreadId or nullptr
*/
ThreadId getId();
/** @return thread return code */
int32_t getReturnCode();
private:
Data data;
};
#define THREAD_PRIORITY_APP Thread::PriorityNormal
#define THREAD_PRIORITY_SERVICE Thread::PriorityHigh
#define THREAD_PRIORITY_RENDER Thread::PriorityHigher
#define THREAD_PRIORITY_ISR (TT_CONFIG_THREAD_MAX_PRIORITIES - 1)
/** Set current thread priority
* @param[in] priority ThreadPriority value
*/
void thread_set_current_priority(Thread::Priority priority);
/** @return ThreadPriority value */
Thread::Priority thread_get_current_priority();
/** @return FreeRTOS ThreadId or NULL */
ThreadId thread_get_current_id();
/** @return pointer to Thread instance or NULL if this thread doesn't belongs to Tactility */
Thread* thread_get_current();
/** Return control to scheduler */
void thread_yield();
uint32_t thread_flags_set(ThreadId thread_id, uint32_t flags);
uint32_t thread_flags_clear(uint32_t flags);
uint32_t thread_flags_get();
uint32_t thread_flags_wait(uint32_t flags, uint32_t options, uint32_t timeout);
/**
* @brief Get thread name
* @param[in] threadId
* @return const char* name or NULL
*/
const char* thread_get_name(ThreadId threadId);
/**
* @brief Get thread stack watermark
* @param[in] threadId
* @return uint32_t
*/
uint32_t thread_get_stack_space(ThreadId threadId);
/** Suspend thread
* @param[in] threadId thread id
*/
void thread_suspend(ThreadId threadId);
/** Resume thread
* @param[in] threadId thread id
*/
void thread_resume(ThreadId threadId);
/** Get thread suspended state
* @param[in] threadId thread id
* @return true if thread is suspended
*/
bool thread_is_suspended(ThreadId threadId);
/** Check if the thread was created with static memory
* @param[in] threadId thread id
* @return true if thread memory is static
*/
bool thread_mark_is_static(ThreadId threadId);
} // namespace