/*******************************************************************************************
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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 <stdatomic.h> // C11 atomic data types
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#include <time.h> // Required for: clock()
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// Using C11 atomics for synchronization
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// NOTE: A plain bool (or any plain data type for that matter) can't be used for inter-thread synchronization
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static atomic_bool dataLoaded = ATOMIC_VAR_INIT(false); // Data Loaded completion indicator
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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(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const 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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enum { STATE_WAITING, STATE_LOADING, STATE_FINISHED } state = STATE_WAITING;
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int framesCounter = 0;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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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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switch (state)
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{
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case STATE_WAITING:
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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 = STATE_LOADING;
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}
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} break;
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case STATE_LOADING:
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{
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framesCounter++;
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if (atomic_load(&dataLoaded))
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{
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framesCounter = 0;
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state = STATE_FINISHED;
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}
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} break;
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case STATE_FINISHED:
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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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atomic_store(&dataLoaded, false);
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dataProgress = 0;
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state = STATE_WAITING;
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}
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} break;
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default: break;
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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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switch (state)
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{
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case STATE_WAITING: DrawText("PRESS ENTER to START LOADING DATA", 150, 170, 20, DARKGRAY); break;
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case STATE_LOADING:
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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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} break;
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case STATE_FINISHED:
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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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} break;
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default: break;
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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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atomic_store(&dataLoaded, true);
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return NULL;
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}
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