#include "vg_m.h"
#include "vg_io.h"
#include "vg_log.h"
+ #include "vg_async.h"
#include "vg_steam.h"
//#define VG_SYNC_DEBUG
vg_release_thread_sync();
}
+void test_async_runner( void *payload, u32 size )
+{
+ vg_success( "Async call test (%p, %u)\n", payload, size );
+}
+
VG_STATIC void _vg_load_full(void)
{
vg_preload();
/* client */
vg_load();
+
+ vg_async_item *test_async = vg_async_alloc( 0 );
+ vg_async_dispatch( test_async, test_async_runner );
}
VG_STATIC void _vg_process_events(void)
vg.time_delta = vg.time_frame_delta * vg.time_rate;
vg.time += vg.time_delta;
+ vg_run_async_checked();
_vg_process_events();
if( vg.window_should_close )
/* Systems init */
vg_alloc_quota();
- _vg_log_init();
_vg_console_init();
vg_console_reg_var( "fps_limit", &vg.fps_limit, k_var_dtype_i32, 0 );
-
_vg_init_window( window_name );
+
+ vg_async_init();
SDL_SetRelativeMouseMode(1);
vg.thread_id_main = SDL_GetThreadID(NULL);