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internal/ui: refactoring
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e5b9569142
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@ -90,7 +90,7 @@ func (u *userInterfaceImpl) Update() error {
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cancel()
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cancel()
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}()
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}()
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_ = u.t.Loop(ctx)
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_ = u.renderThread.Loop(ctx)
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return nil
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return nil
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}
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}
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@ -117,7 +117,7 @@ type userInterfaceImpl struct {
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fpsMode FPSModeType
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fpsMode FPSModeType
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renderRequester RenderRequester
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renderRequester RenderRequester
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t *thread.OSThread
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renderThread *thread.OSThread
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m sync.RWMutex
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m sync.RWMutex
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}
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}
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@ -280,8 +280,8 @@ func (u *userInterfaceImpl) run(game Game, mainloop bool, options *RunOptions) (
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// gl.Context so that they are called on the appropriate thread.
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// gl.Context so that they are called on the appropriate thread.
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mgl = <-glContextCh
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mgl = <-glContextCh
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} else {
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} else {
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u.t = thread.NewOSThread()
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u.renderThread = thread.NewOSThread()
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graphicscommand.SetRenderingThread(u.t)
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graphicscommand.SetRenderingThread(u.renderThread)
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}
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}
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g, err := newGraphicsDriver(&graphicsDriverCreatorImpl{
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g, err := newGraphicsDriver(&graphicsDriverCreatorImpl{
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