void NovelLayer::endScene() { if (_endCallback != NULL) { _endCallback(); } if (_endCallback2 != NULL) { _endCallback2(); } }
inline void PoolWorker<WorkReturn>::runWorker(uv_loop_t* loop) { _managedWorker = new uv_work_t(); auto data = new WorkerData{}; data->onWork = _workCallback; data->onEnd = [this](PoolWorkerOpStatus opStatus, const WorkReturn& returnVal) { _endCallback(opStatus, returnVal); _isRunning = false; _managedWorker = nullptr; }; _managedWorker->data = data; uv_queue_work(loop, _managedWorker, poolWorkerOnWork<WorkReturn>, poolWorkerOnEnd<WorkReturn>); _isRunning = true; }