The main release package of Ashita v3. Contains all the needed files for users to get up and running. Used by the launcher/injector to auto-update as well. https://ashitaxi.com/
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/**
* Ashita - Copyright (c) 2014 - 2017 atom0s [atom0s@live.com]
*
* This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
* To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/ or send a letter to
* Creative Commons, PO Box 1866, Mountain View, CA 94042, USA.
*
* By using Ashita, you agree to the above license and its terms.
*
* Attribution - You must give appropriate credit, provide a link to the license and indicate if changes were
* made. You must do so in any reasonable manner, but not in any way that suggests the licensor
* endorses you or your use.
*
* Non-Commercial - You may not use the material (Ashita) for commercial purposes.
*
* No-Derivatives - If you remix, transform, or build upon the material (Ashita), you may not distribute the
* modified material. You are, however, allowed to submit the modified works back to the original
* Ashita project in attempt to have it added to the original project.
*
* You may not apply legal terms or technological measures that legally restrict others
* from doing anything the license permits.
*
* No warranties are given.
*/
#ifndef __ASHITA_AS_EVENT_H_INCLUDED__
#define __ASHITA_AS_EVENT_H_INCLUDED__
#if defined (_MSC_VER) && (_MSC_VER >= 1020)
#pragma once
#endif
#include <Windows.h>
namespace Ashita
{
namespace Threading
{
class AS_Event
{
HANDLE m_EventHandle;
public:
/**
* Constructor and Deconstructor
*/
explicit AS_Event(bool manualReset = true)
{
this->m_EventHandle = ::CreateEvent(nullptr, manualReset, FALSE, nullptr);
}
virtual AS_Event::~AS_Event(void)
{
if (this->m_EventHandle != nullptr)
::CloseHandle(this->m_EventHandle);
this->m_EventHandle = nullptr;
}
public:
/**
* Resets the event to its default state.
*
* @returns {bool} True on success, false otherwise.
*/
bool Reset(void)
{
return ::ResetEvent(this->m_EventHandle) ? true : false;
}
/**
* Raises the events signal.
*
* @returns {bool} True on success, false otherwise.
*/
bool Raise(void)
{
return (::SetEvent(this->m_EventHandle) ? true : false);
}
/**
* Determines if the event is signaled.
*
* @returns {bool} True on success, false otherwise.
*/
bool IsSignaled(void) const
{
return (::WaitForSingleObject(this->m_EventHandle, 0) == WAIT_OBJECT_0);
}
/**
* Waits for the event to be signaled.
*
* @param {uint32_t} milliseconds - The amount of time, in milliseconds, to wait.
* @returns {bool} True on success, false otherwise.
*/
bool WaitForEvent(uint32_t milliseconds) const
{
return (::WaitForSingleObject(this->m_EventHandle, milliseconds) == WAIT_OBJECT_0);
}
};
}; // namespace Threading
}; // namespace Ashita
#endif // __ASHITA_AS_EVENT_H_INCLUDED__