Corrected issue with unclosed threads
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03d9583b94
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20
src/core.c
20
src/core.c
@ -444,7 +444,15 @@ void CloseWindow(void)
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eglTerminate(display);
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display = EGL_NO_DISPLAY;
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}
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}
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#endif
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#if defined(PLATFORM_RPI)
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// Wait for mouse and gamepad threads to finish before closing
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// NOTE: Those threads should already have finished at this point
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// because they are controlled by windowShouldClose variable
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pthread_join(mouseThreadId, NULL);
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pthread_join(gamepadThreadId, NULL);
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#endif
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TraceLog(INFO, "Window closed successfully");
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@ -1766,12 +1774,12 @@ static void InitGraphics(void)
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ClearBackground(RAYWHITE); // Default background color for raylib games :P
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#if defined(PLATFORM_ANDROID)
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windowReady = true; // IMPORTANT!
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windowReady = true; // IMPORTANT!
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#endif
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}
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// Compute framebuffer size relative to screen size and display size
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// NOTE: Global variables renderWidth/renderHeight can be modified
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// NOTE: Global variables renderWidth/renderHeight and renderOffsetX/renderOffsetY can be modified
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static void SetupFramebufferSize(int displayWidth, int displayHeight)
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{
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// TODO: SetupFramebufferSize() does not consider properly display video modes.
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@ -2662,7 +2670,7 @@ static void *MouseThread(void *arg)
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int mouseRelX = 0;
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int mouseRelY = 0;
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while(1)
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while (1)
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{
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if (read(mouseStream, &mouse, sizeof(MouseEvent)) == (int)sizeof(MouseEvent))
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{
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@ -2752,7 +2760,7 @@ static void *GamepadThread(void *arg)
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// Read gamepad event
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struct js_event gamepadEvent;
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while (1)
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while (!windowShouldClose)
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{
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for (int i = 0; i < MAX_GAMEPADS; i++)
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{
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@ -2787,7 +2795,7 @@ static void *GamepadThread(void *arg)
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return NULL;
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}
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#endif
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#endif // PLATFORM_RPI
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// Plays raylib logo appearing animation
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static void LogoAnimation(void)
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