Beispiel #1
0
// Runs on particles thread
int thread_particles(void *data)
{
	particle_thread *pt = (particle_thread*)data;

	lua_State *L = lua_open();  /* create state */
	lua_pushlightuserdata(L, pt);
	lua_setglobal(L, "__threaddata");
	lua_atpanic(L, particles_lua_panic_handler);
	luaL_openlibs(L);  /* open libraries */
	luaopen_core(L);
	luaopen_particles(L);
	luaopen_shaders(L);
	pt->L = L;
	lua_newtable(L);
	lua_setglobal(L, "__fcts");
	luaL_dostring(L, "function core.shader.allow() return true end");

	// Override "print" if requested
	if (no_debug)
	{
		lua_pushcfunction(L, noprint);
		lua_setglobal(L, "print");
	}

	// And run the lua engine pre init scripts
	if (!luaL_loadfile(L, "/loader/pre-init.lua")) docall(L, 0, 0);
	else lua_pop(L, 1);

	plist *prev;
	plist *l;
	while (pt->running)
	{
		// Wait for a keyframe
//		printf("Runing particle thread %d (waiting for sem)\n", pt->id);
		SDL_SemWait(pt->keyframes);
//		printf("Runing particle thread %d (waiting for mutex; running(%d))\n", pt->id, pt->running);
		if (!pt->running) break;

		SDL_mutexP(pt->lock);
		int nb = 0;
		l = pt->list;
		prev = NULL;
		while (l)
		{
			if (l->ps && l->ps->alive && !l->ps->i_want_to_die)
			{
				if (l->ps->init) thread_particle_run(pt, l);
				else thread_particle_init(pt, l);

				prev = l;
				l = l->next;
			}
			else
			{
				thread_particle_die(pt, l);

				// Remove dead ones
				if (!prev) pt->list = l->next;
				else prev->next = l->next;

				l = l->next;
			}
			nb++;
		}
//		printf("Particles thread %d has %d systems\n", pt->id, nb);
		SDL_mutexV(pt->lock);
	}

	printf("Cleaning up particle thread %d\n", pt->id);

	// Cleanup
	SDL_mutexP(pt->lock);
	l = pt->list;
	while (l)
	{
		thread_particle_die(pt, l);
		l = l->next;
	}
	SDL_mutexV(pt->lock);

	lua_close(L);

	SDL_DestroySemaphore(pt->keyframes);
	SDL_DestroyMutex(pt->lock);
	printf("Cleaned up particle thread %d\n", pt->id);

	return(0);
}
Beispiel #2
0
 int luaopen_core_and(lua_State *L, JNIEnv *env_, jobject activity_) {
     env = env_; activity = activity_;
     return luaopen_core(L);
 }