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b0ab803ce8
- This does not actually seem to exist in the real kernel - games reset these automatically. # Conflicts: # src/core/hle/service/am/applets/applets.cpp # src/core/hle/service/filesystem/fsp_srv.cpp
60 lines
1.4 KiB
C++
60 lines
1.4 KiB
C++
// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include "core/hle/kernel/object.h"
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#include "core/hle/kernel/wait_object.h"
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union ResultCode;
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namespace Kernel {
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class KernelCore;
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class WritableEvent;
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class ReadableEvent final : public WaitObject {
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friend class WritableEvent;
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public:
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~ReadableEvent() override;
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std::string GetTypeName() const override {
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return "ReadableEvent";
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}
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std::string GetName() const override {
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return name;
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}
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static constexpr HandleType HANDLE_TYPE = HandleType::ReadableEvent;
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HandleType GetHandleType() const override {
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return HANDLE_TYPE;
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}
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bool ShouldWait(const Thread* thread) const override;
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void Acquire(Thread* thread) override;
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/// Unconditionally clears the readable event's state.
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void Clear();
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/// Clears the readable event's state if and only if it
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/// has already been signaled.
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///
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/// @pre The event must be in a signaled state. If this event
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/// is in an unsignaled state and this function is called,
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/// then ERR_INVALID_STATE will be returned.
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ResultCode Reset();
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private:
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explicit ReadableEvent(KernelCore& kernel);
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void Signal();
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bool signaled{};
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std::string name; ///< Name of event (optional)
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};
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} // namespace Kernel
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