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https://github.com/hajimehoshi/ebiten.git
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e7c0a121c4
This also automatically enables 'egl' when 'nintendosdk' is specified. Updates #2242
53 lines
1.4 KiB
Go
53 lines
1.4 KiB
Go
// Copyright 2020 The Ebiten 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 && !js && !nintendosdk && (ebitenginesinglethread || ebitensinglethread)
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// +build !android
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// +build !ios
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// +build !js
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// +build !nintendosdk
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// +build ebitenginesinglethread ebitensinglethread
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package ui
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import (
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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 *userInterfaceImpl) Run(game Game) error {
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u.context = newContext(game)
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// Initialize the main thread first so the thread is available at u.run (#809).
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u.t = thread.NewNoopThread()
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graphicscommand.SetRenderingThread(u.t)
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u.setRunning(true)
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if err := u.init(); err != nil {
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return err
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}
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if err := u.loop(); err != nil {
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return err
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}
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u.setRunning(false)
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return nil
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}
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func (u *userInterfaceImpl) runOnAnotherThreadFromMainThread(f func()) {
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f()
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}
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