Use CreateEventA instead of CreateEvent to avoid breaking unicode builds.

Thanks  tom@sickheadgames.com for the report/fix, see Issue 320
This commit is contained in:
erwin.coumans
2009-12-21 23:57:54 +00:00
parent 1b6a4e1285
commit 71a7da86e2

View File

@@ -201,10 +201,10 @@ void Win32ThreadSupport::startThreads(const Win32ThreadConstructionInfo& threadC
spuStatus.m_userPtr=0;
sprintf(spuStatus.m_eventStartHandleName,"eventStart%s%d",threadConstructionInfo.m_uniqueName,i);
spuStatus.m_eventStartHandle = CreateEvent(0,false,false,spuStatus.m_eventStartHandleName);
spuStatus.m_eventStartHandle = CreateEventA (0,false,false,spuStatus.m_eventStartHandleName);
sprintf(spuStatus.m_eventCompletetHandleName,"eventComplete%s%d",threadConstructionInfo.m_uniqueName,i);
spuStatus.m_eventCompletetHandle = CreateEvent(0,false,false,spuStatus.m_eventCompletetHandleName);
spuStatus.m_eventCompletetHandle = CreateEventA (0,false,false,spuStatus.m_eventCompletetHandleName);
m_completeHandles[i] = spuStatus.m_eventCompletetHandle;