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Update/merge examples back into main repo (#192)
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Examples/Core/LoadingThread.cs
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Examples/Core/LoadingThread.cs
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/*******************************************************************************************
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*
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* raylib example - loading thread
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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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using System.Threading;
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using static Raylib_cs.Raylib;
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using static Raylib_cs.Color;
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using static Raylib_cs.KeyboardKey;
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namespace Examples.Core;
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enum State
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{
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STATE_WAITING,
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STATE_LOADING,
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STATE_FINISHED
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}
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public class LoadingThread
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{
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// C# bool is atomic. Used for synchronization
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// https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/language-specification/variables#atomicity-of-variable-references
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// Data Loaded completion indicator
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static bool dataLoaded = false;
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// Data progress accumulator
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static int dataProgress = 0;
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public static int Main()
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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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// Loading data thread id
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Thread thread = new(new ThreadStart(LoadDataThread));
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State state = State.STATE_WAITING;
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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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switch (state)
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{
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case State.STATE_WAITING:
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{
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if (IsKeyPressed(KEY_ENTER))
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{
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thread.Start();
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//int error = pthread_create(ref, NULL, ref, NULL);
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//if (error != 0) TraceLog(TraceLogLevel.LOG_ERROR, "Error creating loading thread");
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//else TraceLog(TraceLogLevel.LOG_INFO, "Loading thread initialized successfully");
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state = State.STATE_LOADING;
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}
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}
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break;
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case State.STATE_LOADING:
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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 = State.STATE_FINISHED;
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}
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}
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break;
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case State.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(ref, false);
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dataProgress = 0;
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state = State.STATE_WAITING;
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}
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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.STATE_WAITING:
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DrawText("PRESS ENTER to START LOADING DATA", 150, 170, 20, DARKGRAY);
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break;
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case State.STATE_LOADING:
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{
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DrawRectangle(150, 200, dataProgress, 60, SKYBLUE);
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if ((framesCounter / 15) % 2 == 0) DrawText("LOADING DATA...", 240, 210, 40, DARKBLUE);
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}
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break;
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case State.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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}
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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()
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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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timeCounter += 1;
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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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}
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}
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