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/******************************************************************************************* |
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* |
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* raylib example - loading thread |
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* |
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* NOTE: This example requires linking with pthreads library, |
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* on MinGW, it can be accomplished passing -static parameter to compiler |
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* |
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* This example has been created using raylib 2.5 (www.raylib.com) |
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) |
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* |
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* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5) |
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* |
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********************************************************************************************/ |
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#include "raylib.h" |
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#include "pthread.h" // POSIX style threads management |
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#include <time.h> // Required for clock() function |
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static bool dataLoaded = false; // Loading data semaphore |
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static void *LoadDataThread(void *arg); // Loading data thread function declaration |
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static int dataProgress = 0; // Data progress accumulator |
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int main() |
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{ |
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// Initialization |
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//-------------------------------------------------------------------------------------- |
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int screenWidth = 800; |
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int screenHeight = 450; |
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InitWindow(screenWidth, screenHeight, "raylib [core] example - loading thread"); |
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pthread_t threadId; // Loading data thread id |
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int state = 0; // 0-Waiting, 1-Loading, 2-Finished |
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int framesCounter = 0; |
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SetTargetFPS(60); |
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//-------------------------------------------------------------------------------------- |
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// Main game loop |
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while (!WindowShouldClose()) // Detect window close button or ESC key |
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{ |
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// Update |
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//---------------------------------------------------------------------------------- |
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if (state == 0) |
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{ |
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if (IsKeyPressed(KEY_ENTER)) |
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{ |
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int error = pthread_create(&threadId, NULL, &LoadDataThread, NULL); |
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if (error != 0) TraceLog(LOG_ERROR, "Error creating loading thread"); |
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else TraceLog(LOG_INFO, "Loading thread initialized successfully"); |
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state = 1; |
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} |
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} |
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else if (state == 1) |
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{ |
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framesCounter++; |
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if (dataLoaded) |
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{ |
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framesCounter = 0; |
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state = 2; |
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} |
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} |
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else if (state == 2) |
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{ |
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if (IsKeyPressed(KEY_ENTER)) |
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{ |
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// Reset everything to launch again |
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dataLoaded = false; |
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dataProgress = 0; |
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state = 0; |
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} |
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} |
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//---------------------------------------------------------------------------------- |
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// Draw |
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//---------------------------------------------------------------------------------- |
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BeginDrawing(); |
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ClearBackground(RAYWHITE); |
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if (state == 0) DrawText("PRESS ENTER to START LOADING DATA", 150, 170, 20, DARKGRAY); |
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else if (state == 1) |
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{ |
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DrawRectangle(150, 200, dataProgress, 60, SKYBLUE); |
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if ((framesCounter/15)%2) DrawText("LOADING DATA...", 240, 210, 40, DARKBLUE); |
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} |
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else if (state == 2) |
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{ |
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DrawRectangle(150, 200, 500, 60, LIME); |
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DrawText("DATA LOADED!", 250, 210, 40, GREEN); |
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} |
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DrawRectangleLines(150, 200, 500, 60, DARKGRAY); |
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EndDrawing(); |
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//---------------------------------------------------------------------------------- |
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} |
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// De-Initialization |
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//-------------------------------------------------------------------------------------- |
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CloseWindow(); // Close window and OpenGL context |
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//-------------------------------------------------------------------------------------- |
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return 0; |
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} |
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// Loading data thread function definition |
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static void *LoadDataThread(void *arg) |
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{ |
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int timeCounter = 0; // Time counted in ms |
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clock_t prevTime = clock(); // Previous time |
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// We simulate data loading with a time counter for 5 seconds |
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while (timeCounter < 5000) |
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{ |
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clock_t currentTime = clock() - prevTime; |
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timeCounter = currentTime*1000/CLOCKS_PER_SEC; |
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// We accumulate time over a global variable to be used in |
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// main thread as a progress bar |
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dataProgress = timeCounter/10; |
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} |
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// When data has finished loading, we set global variable |
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dataLoaded = true; |
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return NULL; |
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} |