+}
+
+bool wxThreadInternal::Create(wxThread *thread, unsigned int stackSize)
+{
+ wxASSERT_MSG( m_state == STATE_NEW && !m_hThread,
+ _T("Create()ing thread twice?") );
+
+ // for compilers which have it, we should use C RTL function for thread
+ // creation instead of Win32 API one because otherwise we will have memory
+ // leaks if the thread uses C RTL (and most threads do)
+#ifdef wxUSE_BEGIN_THREAD
+
+ // Watcom is reported to not like 0 stack size (which means "use default"
+ // for the other compilers and is also the default value for stackSize)
+#ifdef __WATCOMC__
+ if ( !stackSize )
+ stackSize = 10240;
+#endif // __WATCOMC__
+
+ m_hThread = (HANDLE)_beginthreadex
+ (
+ NULL, // default security
+ stackSize,
+ wxThreadInternal::WinThreadStart, // entry point
+ thread,
+ CREATE_SUSPENDED,
+ (unsigned int *)&m_tid
+ );
+#else // compiler doesn't have _beginthreadex
+ m_hThread = ::CreateThread
+ (
+ NULL, // default security
+ stackSize, // stack size
+ wxThreadInternal::WinThreadStart, // thread entry point
+ (LPVOID)thread, // parameter
+ CREATE_SUSPENDED, // flags
+ &m_tid // [out] thread id
+ );
+#endif // _beginthreadex/CreateThread
+
+ if ( m_hThread == NULL )
+ {
+ wxLogSysError(_("Can't create thread"));
+
+ return false;
+ }
+
+ if ( m_priority != WXTHREAD_DEFAULT_PRIORITY )
+ {
+ SetPriority(m_priority);
+ }
+
+ return true;
+}
+
+wxThreadError wxThreadInternal::Kill()
+{
+ if ( !::TerminateThread(m_hThread, (DWORD)-1) )
+ {
+ wxLogSysError(_("Couldn't terminate thread"));
+
+ return wxTHREAD_MISC_ERROR;
+ }
+
+ Free();
+
+ return wxTHREAD_NO_ERROR;
+}
+
+wxThreadError
+wxThreadInternal::WaitForTerminate(wxCriticalSection& cs,
+ wxThread::ExitCode *pRc,
+ wxThread *threadToDelete)
+{
+ // prevent the thread C++ object from disappearing as long as we are using
+ // it here
+ wxThreadKeepAlive keepAlive(*this);
+
+
+ // we may either wait passively for the thread to terminate (when called
+ // from Wait()) or ask it to terminate (when called from Delete())
+ bool shouldDelete = threadToDelete != NULL;
+
+ wxThread::ExitCode rc = 0;
+
+ // Delete() is always safe to call, so consider all possible states
+
+ // we might need to resume the thread, but we might also not need to cancel
+ // it if it doesn't run yet
+ bool shouldResume = false,
+ isRunning = false;
+
+ // check if the thread already started to run
+ {
+ wxCriticalSectionLocker lock(cs);
+
+ if ( m_state == STATE_NEW )
+ {
+ if ( shouldDelete )
+ {
+ // WinThreadStart() will see it and terminate immediately, no
+ // need to cancel the thread -- but we still need to resume it
+ // to let it run
+ m_state = STATE_EXITED;
+
+ Resume(); // it knows about STATE_EXITED special case
+
+ shouldDelete = false;
+ }
+
+ isRunning = true;
+
+ // shouldResume is correctly set to false here
+ }
+ else if ( m_state == STATE_EXITED )
+ {
+ return wxTHREAD_NOT_RUNNING;
+ }
+ else // running (but maybe paused or cancelled)
+ {
+ shouldResume = m_state == STATE_PAUSED;
+ }
+ }
+
+ // resume the thread if it is paused
+ if ( shouldResume )
+ Resume();
+
+ // is it still running?
+ if ( isRunning || m_state == STATE_RUNNING )
+ {
+ if ( wxThread::IsMain() )
+ {
+ // set flag for wxIsWaitingForThread()
+ gs_waitingForThread = true;
+ }
+
+ // ask the thread to terminate
+ if ( shouldDelete )
+ {
+ wxCriticalSectionLocker lock(cs);
+
+ Cancel();
+ }
+
+ // we can't just wait for the thread to terminate because it might be
+ // calling some GUI functions and so it will never terminate before we
+ // process the Windows messages that result from these functions
+ // (note that even in console applications we might have to process
+ // messages if we use wxExecute() or timers or ...)
+ DWORD result wxDUMMY_INITIALIZE(0);
+ do
+ {
+ if ( wxThread::IsMain() )
+ {
+ // give the thread we're waiting for chance to do the GUI call
+ // it might be in
+ if ( (gs_nWaitingForGui > 0) && wxGuiOwnedByMainThread() )
+ {
+ wxMutexGuiLeave();
+ }
+ }
+
+ result = ::MsgWaitForMultipleObjects
+ (
+ 1, // number of objects to wait for
+ &m_hThread, // the objects
+ false, // don't wait for all objects
+ INFINITE, // no timeout
+ QS_ALLINPUT | // return as soon as there are any events
+ QS_ALLPOSTMESSAGE
+ );