wxThreadState m_state; // state, see wxThreadState enum
unsigned int m_priority; // thread priority in "wx" units
DWORD m_tid; // thread id
wxThreadState m_state; // state, see wxThreadState enum
unsigned int m_priority; // thread priority in "wx" units
DWORD m_tid; // thread id
// 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
// 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
result = ::MsgWaitForMultipleObjects
(
1, // number of objects to wait for
&hThread, // the objects
FALSE, // don't wait for all objects
INFINITE, // no timeout
result = ::MsgWaitForMultipleObjects
(
1, // number of objects to wait for
&hThread, // the objects
FALSE, // don't wait for all objects
INFINITE, // no timeout