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https://github.com/hajimehoshi/ebiten.git
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internal/ui: bug fix: build failure on mobiles
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parent
c654242301
commit
563bbda615
88
internal/ui/run.go
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88
internal/ui/run.go
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// Copyright 2023 The Ebitengine Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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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
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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) 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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@ -15,16 +15,12 @@
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package ui
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package ui
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import (
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import (
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stdcontext "context"
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"errors"
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"errors"
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"image"
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"image"
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"sync"
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"sync"
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"sync/atomic"
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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/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/mipmap"
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"github.com/hajimehoshi/ebiten/v2/internal/thread"
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"github.com/hajimehoshi/ebiten/v2/internal/thread"
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)
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)
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@ -207,65 +203,3 @@ func (u *UserInterface) isTerminated() bool {
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func (u *UserInterface) setTerminated() {
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func (u *UserInterface) setTerminated() {
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atomic.StoreInt32(&u.terminated, 1)
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atomic.StoreInt32(&u.terminated, 1)
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}
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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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