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ui: Initialize GLFW before Run
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parent
6d1342a934
commit
d41f959b96
@ -66,11 +66,13 @@ var (
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initCursorVisible: true,
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initCursorVisible: true,
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initWindowDecorated: true,
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initWindowDecorated: true,
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}
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}
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currentUIInitialized = make(chan struct{})
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)
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)
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func init() {
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func init() {
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runtime.LockOSThread()
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runtime.LockOSThread()
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if err := initialize(); err != nil {
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panic(err)
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}
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}
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}
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func initialize() error {
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func initialize() error {
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@ -116,11 +118,6 @@ func initialize() error {
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func RunMainThreadLoop(ch <-chan error) error {
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func RunMainThreadLoop(ch <-chan error) error {
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// This must be called on the main thread.
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// This must be called on the main thread.
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if err := initialize(); err != nil {
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return err
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}
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close(currentUIInitialized)
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// TODO: Check this is done on the main thread.
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// TODO: Check this is done on the main thread.
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currentUI.setRunning(true)
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currentUI.setRunning(true)
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defer func() {
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defer func() {
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@ -445,8 +442,6 @@ func SetWindowDecorated(decorated bool) {
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}
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}
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func Run(width, height int, scale float64, title string, g GraphicsContext, mainloop bool) error {
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func Run(width, height int, scale float64, title string, g GraphicsContext, mainloop bool) error {
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<-currentUIInitialized
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u := currentUI
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u := currentUI
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// GLContext must be created before setting the screen size, which requires
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// GLContext must be created before setting the screen size, which requires
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// swapping buffers.
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// swapping buffers.
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