// 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" "runtime" "golang.org/x/sync/errgroup" "github.com/hajimehoshi/ebiten/v2/internal/graphicscommand" "github.com/hajimehoshi/ebiten/v2/internal/thread" ) func (u *UserInterface) Run(game Game, options *RunOptions) error { if options.SingleThread || buildTagSingleThread || runtime.GOOS == "js" { return u.runSingleThread(game, options) } return u.runMultiThread(game, options) } func (u *UserInterface) runMultiThread(game Game, options *RunOptions) error { u.mainThread = thread.NewOSThread() graphicscommand.SetOSThreadAsRenderThread() u.context = newContext(game) ctx, cancel := stdcontext.WithCancel(stdcontext.Background()) defer cancel() var wg errgroup.Group // Run the render thread. wg.Go(func() error { defer cancel() graphicscommand.LoopRenderThread(ctx) return nil }) // Run the game thread. wg.Go(func() error { defer cancel() var err error u.mainThread.Call(func() { if err1 := u.initOnMainThread(options); err1 != nil { err = err1 } }) if err != nil { return err } // setRunning(true) should be called in initOnMainThread for each platform. defer u.setRunning(false) 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.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 }