internal/ui: bug fix: build failure on mobiles

This commit is contained in:
Hajime Hoshi 2023-11-05 00:43:02 +09:00
parent c654242301
commit 563bbda615
2 changed files with 88 additions and 66 deletions

88
internal/ui/run.go Normal file
View File

@ -0,0 +1,88 @@
// Copyright 2023 The Ebitengine Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//go:build !android && !ios
package ui
import (
stdcontext "context"
"golang.org/x/sync/errgroup"
"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
"github.com/hajimehoshi/ebiten/v2/internal/thread"
)
func (u *UserInterface) runMultiThread(game Game, options *RunOptions) error {
u.mainThread = thread.NewOSThread()
u.renderThread = thread.NewOSThread()
graphicscommand.SetRenderThread(u.renderThread)
// Set the running state true after the main thread is set, and before initOnMainThread is called (#2742).
// TODO: As the existance of the main thread is the same as the value of `running`, this is redundant.
// Make `mainThread` atomic and remove `running` if possible.
u.setRunning(true)
defer u.setRunning(false)
u.context = newContext(game)
if err := u.initOnMainThread(options); err != nil {
return err
}
ctx, cancel := stdcontext.WithCancel(stdcontext.Background())
defer cancel()
var wg errgroup.Group
// Run the render thread.
wg.Go(func() error {
defer cancel()
_ = u.renderThread.Loop(ctx)
return nil
})
// Run the game thread.
wg.Go(func() error {
defer cancel()
return u.loopGame()
})
// Run the main thread.
_ = u.mainThread.Loop(ctx)
return wg.Wait()
}
func (u *UserInterface) runSingleThread(game Game, options *RunOptions) error {
// Initialize the main thread first so the thread is available at u.run (#809).
u.mainThread = thread.NewNoopThread()
u.renderThread = thread.NewNoopThread()
graphicscommand.SetRenderThread(u.renderThread)
u.setRunning(true)
defer u.setRunning(false)
u.context = newContext(game)
if err := u.initOnMainThread(options); err != nil {
return err
}
if err := u.loopGame(); err != nil {
return err
}
return nil
}

View File

@ -15,16 +15,12 @@
package ui
import (
stdcontext "context"
"errors"
"image"
"sync"
"sync/atomic"
"golang.org/x/sync/errgroup"
"github.com/hajimehoshi/ebiten/v2/internal/atlas"
"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
"github.com/hajimehoshi/ebiten/v2/internal/mipmap"
"github.com/hajimehoshi/ebiten/v2/internal/thread"
)
@ -207,65 +203,3 @@ func (u *UserInterface) isTerminated() bool {
func (u *UserInterface) setTerminated() {
atomic.StoreInt32(&u.terminated, 1)
}
func (u *UserInterface) runMultiThread(game Game, options *RunOptions) error {
u.mainThread = thread.NewOSThread()
u.renderThread = thread.NewOSThread()
graphicscommand.SetRenderThread(u.renderThread)
// Set the running state true after the main thread is set, and before initOnMainThread is called (#2742).
// TODO: As the existance of the main thread is the same as the value of `running`, this is redundant.
// Make `mainThread` atomic and remove `running` if possible.
u.setRunning(true)
defer u.setRunning(false)
u.context = newContext(game)
if err := u.initOnMainThread(options); err != nil {
return err
}
ctx, cancel := stdcontext.WithCancel(stdcontext.Background())
defer cancel()
var wg errgroup.Group
// Run the render thread.
wg.Go(func() error {
defer cancel()
_ = u.renderThread.Loop(ctx)
return nil
})
// Run the game thread.
wg.Go(func() error {
defer cancel()
return u.loopGame()
})
// Run the main thread.
_ = u.mainThread.Loop(ctx)
return wg.Wait()
}
func (u *UserInterface) runSingleThread(game Game, options *RunOptions) error {
// Initialize the main thread first so the thread is available at u.run (#809).
u.mainThread = thread.NewNoopThread()
u.renderThread = thread.NewNoopThread()
graphicscommand.SetRenderThread(u.renderThread)
u.setRunning(true)
defer u.setRunning(false)
u.context = newContext(game)
if err := u.initOnMainThread(options); err != nil {
return err
}
if err := u.loopGame(); err != nil {
return err
}
return nil
}