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    • H
      Helper
      last edited by

      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 23/08/2007 at 04:19, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   10.1 
      Platform:   Windows  ;   
      Language(s) :     C++  ;

      ---------
      Hi there!

      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.

      Timm

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      • H
        Helper
        last edited by

        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 15/07/2009 at 11:09, xxxxxxxx wrote:

        Just ran into the very same issue again. Any ideas?

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        • H
          Helper
          last edited by

          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

          On 16/07/2009 at 01:41, xxxxxxxx wrote:

          Is BaseThread* GeGetCurrentThread() what you are looking for?

          cheers,
          Matthias

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          • H
            Helper
            last edited by

            THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

            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 😞

            Timm

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            • H
              Helper
              last edited by

              THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

              On 20/08/2009 at 16:02, xxxxxxxx wrote:

              Perhaps this helps:

                  
                  
                  
                  
                  BaseContainer state;
                  
                  
                  
                  
                  GetInputState (BFM_INPUT_KEYBOARD, KEY_ESC, state);
                  
                  
                  
                  
                  if ( state.GetLong (BFM_INPUT_VALUE) != 0 )
                  
                  
                  
                  
                  {
                  
                  
                  
                  
                  break; // exit the application here
                  
                  
                  
                  
                  }
                  
                  
                  
              

              Andre

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