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