Hello,
I’ve extracted functionality for running functions on the main operating system thread from an upcoming gamedev library Pixel I’m working on into a separate package:
I expect that this package might be useful for people dealing with windows and graphics in Go. The package is quite nicely designed, so it should be pleasant to use, surely more pleasant than implementing the functionality yourself.
Something from README
Operating systems often require, that code which deals with windows and graphics has to run on the
main thread. This is however somehow challenging in Go due to Go’s concurrent nature.
This package makes it easily possible.
All you need to do is put your main code into a separate function and call mainthread.Run
from
your real main, like this:
package main
import (
"fmt"
"github.com/faiface/mainthread"
)
func run() {
// now we can run stuff on the main thread like this
mainthread.Call(func() {
fmt.Println("printing from the main thread")
})
fmt.Println("printing from another thread")
}
func main() {
mainthread.Run(run) // enables mainthread package and runs run in a separate goroutine
}
More functions
If you don’t wish to wait until a function finishes running on the main thread, use
mainthread.CallNonBlock
:
mainthread.CallNonBlock(func() {
fmt.Println("i'm in the main thread")
})
fmt.Println("but imma be likely printed first, cuz i don't wait")
If you want to get some value returned from the main thread, you can use mainthread.CallErr
or
mainthread.CallVal
:
err := mainthread.CallErr(func() error {
return nil // i don't do nothing wrong
})
val := mainthread.CallVal(func() interface{} {
return 42 // the meaning of life, universe and everything
})
If mainthread.CallErr
or mainthread.CallVall
aren’t sufficient for you, you can just assign
variables from within the main thread:
var x, y int
mainthread.Call(func() {
x, y = 1, 2
})
However, be careful with mainthread.CallNonBlock
when dealing with local variables.