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https://github.com/hajimehoshi/ebiten.git
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ebiten: add RunGameOptions.SingleThread and deprecate ebitenginesinglethread
build tag
Closes #2830
This commit is contained in:
parent
4d8bb1a5dd
commit
2db10b1e9c
3
doc.go
3
doc.go
@ -109,7 +109,8 @@
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// `ebitenginesinglethread` disables Ebitengine's thread safety to unlock maximum performance. If you use this you will have
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// to manage threads yourself. Functions like IsKeyPressed will no longer be concurrent-safe with this build tag.
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// They must be called from the main thread or the same goroutine as the given game's callback functions like Update
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// to RunGame. `ebitenginesinglethread` works only with desktops.
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// `ebitenginesinglethread` works only with desktops.
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// `ebitenginesinglethread` was deprecated as of v2.7. Use RunGameOptions.SingleThread instead.
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//
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// `microsoftgdk` is for Microsoft GDK (e.g. Xbox).
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//
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@ -12,55 +12,8 @@
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//go:build !android && !ios && !js && !ebitenginesinglethread && !ebitensinglethread
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//go:build !ebitenginesinglethread && !ebitensinglethread
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package ui
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import (
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stdcontext "context"
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"golang.org/x/sync/errgroup"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
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"github.com/hajimehoshi/ebiten/v2/internal/thread"
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)
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func (u *UserInterface) run(game Game, options *RunOptions) error {
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u.mainThread = thread.NewOSThread()
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u.renderThread = thread.NewOSThread()
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graphicscommand.SetRenderThread(u.renderThread)
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// Set the running state true after the main thread is set, and before initOnMainThread is called (#2742).
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// TODO: As the existance of the main thread is the same as the value of `running`, this is redundant.
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// Make `mainThread` atomic and remove `running` if possible.
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u.setRunning(true)
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defer u.setRunning(false)
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u.context = newContext(game)
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if err := u.initOnMainThread(options); err != nil {
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return err
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}
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ctx, cancel := stdcontext.WithCancel(stdcontext.Background())
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defer cancel()
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var wg errgroup.Group
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// Run the render thread.
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wg.Go(func() error {
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defer cancel()
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_ = u.renderThread.Loop(ctx)
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return nil
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})
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// Run the game thread.
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wg.Go(func() error {
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defer cancel()
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return u.loopGame()
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})
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// Run the main thread.
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_ = u.mainThread.Loop(ctx)
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return wg.Wait()
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}
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const buildTagSingleThread = false
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@ -12,33 +12,8 @@
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//go:build js || (!android && !ios && (ebitenginesinglethread || ebitensinglethread))
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//go:build ebitenginesinglethread || ebitensinglethread
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package ui
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import (
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"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
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"github.com/hajimehoshi/ebiten/v2/internal/thread"
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)
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func (u *UserInterface) run(game Game, options *RunOptions) error {
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// Initialize the main thread first so the thread is available at u.run (#809).
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u.mainThread = thread.NewNoopThread()
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u.renderThread = thread.NewNoopThread()
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graphicscommand.SetRenderThread(u.renderThread)
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u.setRunning(true)
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defer u.setRunning(false)
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u.context = newContext(game)
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if err := u.initOnMainThread(options); err != nil {
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return err
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}
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if err := u.loopGame(); err != nil {
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return err
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}
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return nil
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}
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const buildTagSingleThread = true
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@ -15,12 +15,16 @@
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package ui
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import (
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stdcontext "context"
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"errors"
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"image"
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"sync"
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"sync/atomic"
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"golang.org/x/sync/errgroup"
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"github.com/hajimehoshi/ebiten/v2/internal/atlas"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
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"github.com/hajimehoshi/ebiten/v2/internal/mipmap"
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"github.com/hajimehoshi/ebiten/v2/internal/thread"
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)
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@ -142,6 +146,7 @@ type RunOptions struct {
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InitUnfocused bool
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ScreenTransparent bool
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SkipTaskbar bool
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SingleThread bool
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}
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// InitialWindowPosition returns the position for centering the given second width/height pair within the first width/height pair.
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@ -202,3 +207,65 @@ func (u *UserInterface) isTerminated() bool {
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func (u *UserInterface) setTerminated() {
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atomic.StoreInt32(&u.terminated, 1)
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}
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func (u *UserInterface) runMultiThread(game Game, options *RunOptions) error {
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u.mainThread = thread.NewOSThread()
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u.renderThread = thread.NewOSThread()
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graphicscommand.SetRenderThread(u.renderThread)
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// Set the running state true after the main thread is set, and before initOnMainThread is called (#2742).
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// TODO: As the existance of the main thread is the same as the value of `running`, this is redundant.
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// Make `mainThread` atomic and remove `running` if possible.
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u.setRunning(true)
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defer u.setRunning(false)
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u.context = newContext(game)
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if err := u.initOnMainThread(options); err != nil {
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return err
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}
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ctx, cancel := stdcontext.WithCancel(stdcontext.Background())
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defer cancel()
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var wg errgroup.Group
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// Run the render thread.
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wg.Go(func() error {
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defer cancel()
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_ = u.renderThread.Loop(ctx)
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return nil
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})
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// Run the game thread.
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wg.Go(func() error {
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defer cancel()
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return u.loopGame()
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})
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// Run the main thread.
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_ = u.mainThread.Loop(ctx)
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return wg.Wait()
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}
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func (u *UserInterface) runSingleThread(game Game, options *RunOptions) error {
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// Initialize the main thread first so the thread is available at u.run (#809).
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u.mainThread = thread.NewNoopThread()
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u.renderThread = thread.NewNoopThread()
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graphicscommand.SetRenderThread(u.renderThread)
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u.setRunning(true)
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defer u.setRunning(false)
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u.context = newContext(game)
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if err := u.initOnMainThread(options); err != nil {
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return err
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}
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if err := u.loopGame(); err != nil {
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return err
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}
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return nil
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}
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@ -121,7 +121,10 @@ func init() {
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}
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func (u *UserInterface) Run(game Game, options *RunOptions) error {
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return u.run(game, options)
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if options.SingleThread || buildTagSingleThread {
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return u.runSingleThread(game, options)
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}
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return u.runMultiThread(game, options)
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}
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func (u *UserInterface) init() error {
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@ -741,7 +741,7 @@ func (u *UserInterface) forceUpdateOnMinimumFPSMode() {
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}
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func (u *UserInterface) Run(game Game, options *RunOptions) error {
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return u.run(game, options)
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return u.runSingleThread(game, options)
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}
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func (u *UserInterface) initOnMainThread(options *RunOptions) error {
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@ -76,7 +76,10 @@ func (u *UserInterface) init() error {
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}
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func (u *UserInterface) Run(game Game, options *RunOptions) error {
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return u.run(game, options)
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if options.SingleThread || buildTagSingleThread {
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return u.runSingleThread(game, options)
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}
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return u.runMultiThread(game, options)
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}
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func (u *UserInterface) initOnMainThread(options *RunOptions) error {
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@ -70,7 +70,10 @@ func (u *UserInterface) init() error {
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}
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func (u *UserInterface) Run(game Game, options *RunOptions) error {
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return u.run(game, options)
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if options.SingleThread || buildTagSingleThread {
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return u.runSingleThread(game, options)
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}
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return u.runMultiThread(game, options)
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}
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func (u *UserInterface) initOnMainThread(options *RunOptions) error {
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15
run.go
15
run.go
@ -253,6 +253,20 @@ type RunGameOptions struct {
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//
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// The default (zero) value is false, which means that an icon is shown on a taskbar.
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SkipTaskbar bool
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// SingleThread indicates whether the single thread mode is used explicitly or not.
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// The single thread mode disables Ebitengine's thread safety to unlock maximum performance.
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// If you use this you will have to manage threads yourself.
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// Functions like IsKeyPressed will no longer be concurrent-safe with this build tag.
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// They must be called from the main thread or the same goroutine as the given game's callback functions like Update.
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//
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// SingleThread works only with desktops.
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//
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// If SingleThread is false, and if the build tag `ebitenginesinglethread` is specified,
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// the single thread mode is used.
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//
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// The default (zero) value is false, which means that the single thread mode is disabled.
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SingleThread bool
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}
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// RunGameWithOptions starts the main loop and runs the game with the specified options.
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@ -672,6 +686,7 @@ func toUIRunOptions(options *RunGameOptions) *ui.RunOptions {
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InitUnfocused: options.InitUnfocused,
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ScreenTransparent: options.ScreenTransparent,
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SkipTaskbar: options.SkipTaskbar,
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SingleThread: options.SingleThread,
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}
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}
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