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Corrected issue with unclosed threads

pull/132/head
raysan5 8 lat temu
rodzic
commit
a522b6e23b
1 zmienionych plików z 14 dodań i 6 usunięć
  1. +14
    -6
      src/core.c

+ 14
- 6
src/core.c Wyświetl plik

@ -444,7 +444,15 @@ void CloseWindow(void)
eglTerminate(display);
display = EGL_NO_DISPLAY;
}
}
#endif
#if defined(PLATFORM_RPI)
// Wait for mouse and gamepad threads to finish before closing
// NOTE: Those threads should already have finished at this point
// because they are controlled by windowShouldClose variable
pthread_join(mouseThreadId, NULL);
pthread_join(gamepadThreadId, NULL);
#endif
TraceLog(INFO, "Window closed successfully");
@ -1766,12 +1774,12 @@ static void InitGraphics(void)
ClearBackground(RAYWHITE); // Default background color for raylib games :P
#if defined(PLATFORM_ANDROID)
windowReady = true; // IMPORTANT!
windowReady = true; // IMPORTANT!
#endif
}
// Compute framebuffer size relative to screen size and display size
// NOTE: Global variables renderWidth/renderHeight can be modified
// NOTE: Global variables renderWidth/renderHeight and renderOffsetX/renderOffsetY can be modified
static void SetupFramebufferSize(int displayWidth, int displayHeight)
{
// TODO: SetupFramebufferSize() does not consider properly display video modes.
@ -2662,7 +2670,7 @@ static void *MouseThread(void *arg)
int mouseRelX = 0;
int mouseRelY = 0;
while(1)
while (1)
{
if (read(mouseStream, &mouse, sizeof(MouseEvent)) == (int)sizeof(MouseEvent))
{
@ -2752,7 +2760,7 @@ static void *GamepadThread(void *arg)
// Read gamepad event
struct js_event gamepadEvent;
while (mi">1)
while (o">!windowShouldClose)
{
for (int i = 0; i < MAX_GAMEPADS; i++)
{
@ -2787,7 +2795,7 @@ static void *GamepadThread(void *arg)
return NULL;
}
#endif
#endif // PLATFORM_RPI
// Plays raylib logo appearing animation
static void LogoAnimation(void)

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