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#include <iostream>
#include <functional>
#include "jin.h"

using namespace std;
using namespace jin::core;
using namespace jin::graphics;
using namespace jin::input;
using namespace jin::audio;
using namespace jin::time;
using namespace jin::thread;

Timers timers;

void onEvent(jin::input::Event* e)
{
    static Game* game = Game::get();
    if (e->type == EventType::QUIT)
        game->stop();
}

void onUpdate(int ms)
{
    timers.update(ms);
}

void onDraw()
{

}

void thread2Runner(Thread* t)
{
    int i = 0;
    while (true)
    {
        if (i++ == 1000000000)
        {
            i = 0;
            cout << (char*)(t->demand(1).pointer);
        }
    }
}

void sendFunc(void* p)
{
    Thread* t = (Thread*)p;
    t->send(1, "hello_");
}

int main(int argc, char* argv[])
{
    Game* game = Game::get();
    Game::Setting setting;
    setting.eventHandler = onEvent;
    setting.updater = onUpdate;
    setting.drawer = onDraw;
    setting.loader = nullptr;
    game->init(&setting);

    Window* wnd = Window::get();
    Window::Setting wndSetting;
    wndSetting.width = 400;
    wndSetting.height = 300;
    wndSetting.title = "test";
    wndSetting.fps = 60;
    wndSetting.vsync = false;
    wndSetting.fullscreen = false;
    wndSetting.resizable = true;
    wnd->init(&wndSetting);

    Thread t("Count", thread2Runner);

    t.start();
    timers.after(2000, sendFunc, &t);

    game->run();

    game->quit();
    wnd->quit();

    return 0;
}