- /*******************************************************************************************
- *
- * raylib [core] example - loading thread
- *
- * NOTE: This example requires linking with pthreads library on MinGW,
- * it can be accomplished passing -static parameter to compiler
- *
- * Example originally created with raylib 2.5, last time updated with raylib 3.0
- *
- * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
- *
- * Copyright (c) 2014-2024 Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
-
- #include "raylib.h"
-
- // WARNING: This example does not build on Windows with MSVC compiler
- #include "pthread.h" // POSIX style threads management
-
- #include <stdatomic.h> // C11 atomic data types
-
- #include <time.h> // Required for: clock()
-
- // Using C11 atomics for synchronization
- // NOTE: A plain bool (or any plain data type for that matter) can't be used for inter-thread synchronization
- static atomic_bool dataLoaded = false; // Data Loaded completion indicator
- static void *LoadDataThread(void *arg); // Loading data thread function declaration
-
- static atomic_int dataProgress = 0; // Data progress accumulator
-
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [core] example - loading thread");
-
- pthread_t threadId = { 0 }; // Loading data thread id
-
- enum { STATE_WAITING, STATE_LOADING, STATE_FINISHED } state = STATE_WAITING;
- int framesCounter = 0;
-
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- switch (state)
- {
- case STATE_WAITING:
- {
- if (IsKeyPressed(KEY_ENTER))
- {
- int error = pthread_create(&threadId, NULL, &LoadDataThread, NULL);
- if (error != 0) TraceLog(LOG_ERROR, "Error creating loading thread");
- else TraceLog(LOG_INFO, "Loading thread initialized successfully");
-
- state = STATE_LOADING;
- }
- } break;
- case STATE_LOADING:
- {
- framesCounter++;
- if (atomic_load_explicit(&dataLoaded, memory_order_relaxed))
- {
- framesCounter = 0;
- int error = pthread_join(threadId, NULL);
- if (error != 0) TraceLog(LOG_ERROR, "Error joining loading thread");
- else TraceLog(LOG_INFO, "Loading thread terminated successfully");
-
- state = STATE_FINISHED;
- }
- } break;
- case STATE_FINISHED:
- {
- if (IsKeyPressed(KEY_ENTER))
- {
- // Reset everything to launch again
- atomic_store_explicit(&dataLoaded, false, memory_order_relaxed);
- atomic_store_explicit(&dataProgress, 0, memory_order_relaxed);
- state = STATE_WAITING;
- }
- } break;
- default: break;
- }
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- switch (state)
- {
- case STATE_WAITING: DrawText("PRESS ENTER to START LOADING DATA", 150, 170, 20, DARKGRAY); break;
- case STATE_LOADING:
- {
- DrawRectangle(150, 200, atomic_load_explicit(&dataProgress, memory_order_relaxed), 60, SKYBLUE);
- if ((framesCounter/15)%2) DrawText("LOADING DATA...", 240, 210, 40, DARKBLUE);
-
- } break;
- case STATE_FINISHED:
- {
- DrawRectangle(150, 200, 500, 60, LIME);
- DrawText("DATA LOADED!", 250, 210, 40, GREEN);
-
- } break;
- default: break;
- }
-
- DrawRectangleLines(150, 200, 500, 60, DARKGRAY);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
-
- // Loading data thread function definition
- static void *LoadDataThread(void *arg)
- {
- int timeCounter = 0; // Time counted in ms
- clock_t prevTime = clock(); // Previous time
-
- // We simulate data loading with a time counter for 5 seconds
- while (timeCounter < 5000)
- {
- clock_t currentTime = clock() - prevTime;
- timeCounter = currentTime*1000/CLOCKS_PER_SEC;
-
- // We accumulate time over a global variable to be used in
- // main thread as a progress bar
- atomic_store_explicit(&dataProgress, timeCounter/10, memory_order_relaxed);
- }
-
- // When data has finished loading, we set global variable
- atomic_store_explicit(&dataLoaded, true, memory_order_relaxed);
-
- return NULL;
- }
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