// Copyright 2020 The Ebiten 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 && !js && !nintendosdk && !playstation5 && !ebitenginesinglethread && !ebitensinglethread 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) Run(game Game, options *RunOptions) error { u.context = newContext(game) 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) 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() }