// Copyright 2014 The GLFW-RS Developers. For a full listing of the authors, // refer to the AUTHORS file at the top-level directory of this distribution. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. //! Demonstrates how concurrent rendering can be achieved //! through the use of `RenderContext`s. extern crate glfw; use glfw::{Action, Context, Key}; use std::sync::mpsc::{channel, Receiver}; use std::thread::Builder; fn main() { let mut glfw = glfw::init(glfw::FAIL_ON_ERRORS).unwrap(); let (mut window, events) = glfw .create_window(300, 300, "Hello this is window", glfw::WindowMode::Windowed) .expect("Failed to create GLFW window."); window.set_key_polling(true); let render_context = window.render_context(); let (send, recv) = channel(); let render_task = Builder::new().name("render task".to_string()); let render_task_done = render_task.spawn(move || { render(render_context, recv); }); while !window.should_close() { glfw.poll_events(); for (_, event) in glfw::flush_messages(&events) { handle_window_event(&mut window, event); } } // Tell the render task to exit. send.send(()).ok().expect("Failed signal to render thread."); // Wait for acknowledgement that the rendering was completed. let _ = render_task_done; } fn render(mut context: glfw::RenderContext, finish: Receiver<()>) { context.make_current(); loop { // Check if the rendering should stop. if finish.try_recv() == Ok(()) { break; }; // Perform rendering calls context.swap_buffers(); } // required on some platforms glfw::make_context_current(None); } fn handle_window_event(window: &mut glfw::Window, event: glfw::WindowEvent) { match event { glfw::WindowEvent::Key(Key::Escape, _, Action::Press, _) => window.set_should_close(true), _ => {} } }