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On 23/08/2007 at 04:19, xxxxxxxx wrote:
Cinema 4D Version: 10.1
Platform: Windows ;
Language(s) : C++ ;
I have a rather long computation triggered by a Command. I was wondering if it is possible to somehow still get a thread object for the current thread (presumably the main thread) or another way to test for user aborts.
On 15/07/2009 at 11:09, xxxxxxxx wrote:
Just ran into the very same issue again. Any ideas?
On 16/07/2009 at 01:41, xxxxxxxx wrote:
Is BaseThread* GeGetCurrentThread() what you are looking for?
On 16/07/2009 at 01:50, xxxxxxxx wrote:
I should've mentioned that this is what I already tried, but that function seems to return NULL when I am in the main thread
On 20/08/2009 at 16:02, xxxxxxxx wrote:
Perhaps this helps:
GetInputState (BFM_INPUT_KEYBOARD, KEY_ESC, state);
if ( state.GetLong (BFM_INPUT_VALUE) != 0 )
break; // exit the application here