ebiten/internal/ui/run_notsinglethread.go

87 lines
2.4 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 && !ebitenginesinglethread && !ebitensinglethread
package ui
import (
stdcontext "context"
"errors"
"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
"github.com/hajimehoshi/ebiten/v2/internal/thread"
)
func (u *userInterfaceImpl) 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.NewOSThread()
graphicscommand.SetRenderThread(u.mainThread)
u.setRunning(true)
defer u.setRunning(false)
if err := u.init(options); err != nil {
return err
}
ctx, cancel := stdcontext.WithCancel(stdcontext.Background())
defer cancel()
ch := make(chan error, 1)
go func() {
defer close(ch)
if err := u.loopGame(); err != nil {
ch <- err
cancel()
return
}
}()
err := u.mainThread.Loop(ctx)
if errors.Is(err, stdcontext.Canceled) {
return <-ch
}
return err
}
// runOnAnotherThreadFromMainThread is called from the main thread, and calls f on a new goroutine (thread).
// runOnAnotherThreadFromMainThread creates a new nested main thread and runs the run loop.
// u.mainThread is updated to the new thread until runOnAnotherThreadFromMainThread is called.
//
// Inside f, another functions that must be called from the main thread can be called safely.
func (u *userInterfaceImpl) runOnAnotherThreadFromMainThread(f func()) {
// As this function is called from the main thread, u.mainThread should never be accessed and can be updated here.
t := u.mainThread
defer func() {
u.mainThread = t
graphicscommand.SetRenderThread(t)
}()
u.mainThread = thread.NewOSThread()
graphicscommand.SetRenderThread(u.mainThread)
ctx, cancel := stdcontext.WithCancel(stdcontext.Background())
defer cancel()
go func() {
defer cancel()
f()
}()
_ = u.mainThread.Loop(ctx)
}