ebiten/internal/ui/run_glfw_singlethread.go
Hajime Hoshi 457f6bb964 Revert "internal/ui: bug fix: panic at ReadPixels before running"
This reverts commit 2f6df3d4d6.

Reason: regression by calling (*ebiten.Image).At from a different goroutine

Updates #2820
2023-10-27 14:29:41 +09:00

45 lines
1.3 KiB
Go

// 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 (
"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)
// 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)
if err := u.initOnMainThread(options); err != nil {
return err
}
if err := u.loopGame(); err != nil {
return err
}
return nil
}