ebiten/internal/uidriver/mobile/ui.go

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// Copyright 2016 Hajime Hoshi
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
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// +build android ios
package mobile
import (
"fmt"
"runtime/debug"
"sync"
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"sync/atomic"
"time"
"unicode"
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"golang.org/x/mobile/app"
"golang.org/x/mobile/event/key"
"golang.org/x/mobile/event/lifecycle"
"golang.org/x/mobile/event/paint"
"golang.org/x/mobile/event/size"
"golang.org/x/mobile/event/touch"
"golang.org/x/mobile/gl"
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"github.com/hajimehoshi/ebiten/v2/internal/devicescale"
"github.com/hajimehoshi/ebiten/v2/internal/driver"
"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl"
"github.com/hajimehoshi/ebiten/v2/internal/hooks"
"github.com/hajimehoshi/ebiten/v2/internal/restorable"
"github.com/hajimehoshi/ebiten/v2/internal/thread"
)
var (
glContextCh = make(chan gl.Context, 1)
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// renderCh receives when updating starts.
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renderCh = make(chan struct{})
// renderEndCh receives when updating finishes.
renderEndCh = make(chan struct{})
theUI = &UserInterface{
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foreground: 1,
errCh: make(chan error),
// Give a default outside size so that the game can start without initializing them.
outsideWidth: 640,
outsideHeight: 480,
sizeChanged: true,
}
)
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func init() {
theUI.input.ui = theUI
}
func Get() *UserInterface {
return theUI
}
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// Update is called from mobile/ebitenmobileview.
//
// Update must be called on the rendering thread.
func (u *UserInterface) Update() error {
select {
case err := <-u.errCh:
return err
default:
}
if !u.IsFocused() {
return nil
}
renderCh <- struct{}{}
if u.Graphics().IsGL() {
if u.glWorker == nil {
panic("mobile: glWorker must be initialized but not")
}
workAvailable := u.glWorker.WorkAvailable()
for {
// When the two channels don't receive for a while, call DoWork forcibly to avoid freeze
// (#1322, #1332).
//
// In theory, this timeout should not be necessary. However, it looks like this 'select'
// statement sometimes blocks forever on some Android devices like Pixel 4(a). Apparently
// workAvailable sometimes not receives even though there are queued OpenGL functions.
// Call DoWork for such case as a symptomatic treatment.
//
// Calling DoWork without waiting for workAvailable is safe. If there are no tasks, DoWork
// should return immediately.
//
// TODO: Fix the root cause. Note that this is pretty hard since e.g., logging affects the
// scheduling and freezing might not happen with logging.
t := time.NewTimer(100 * time.Millisecond)
select {
case <-workAvailable:
if !t.Stop() {
<-t.C
}
u.glWorker.DoWork()
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case <-renderEndCh:
if !t.Stop() {
<-t.C
}
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return nil
case <-t.C:
u.glWorker.DoWork()
}
}
}
go func() {
<-renderEndCh
u.t.Call(func() error {
return thread.BreakLoop
})
}()
u.t.Loop()
return nil
}
type UserInterface struct {
outsideWidth float64
outsideHeight float64
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sizeChanged bool
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foreground int32
errCh chan error
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// Used for gomobile-build
gbuildWidthPx int
gbuildHeightPx int
setGBuildSizeCh chan struct{}
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once sync.Once
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context driver.UIContext
input Input
t *thread.Thread
glWorker gl.Worker
m sync.RWMutex
}
func deviceScale() float64 {
return devicescale.GetAt(0, 0)
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}
// appMain is the main routine for gomobile-build mode.
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func (u *UserInterface) appMain(a app.App) {
var glctx gl.Context
var sizeInited bool
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touches := map[touch.Sequence]*Touch{}
keys := map[driver.Key]struct{}{}
for e := range a.Events() {
var updateInput bool
var runes []rune
switch e := a.Filter(e).(type) {
case lifecycle.Event:
switch e.Crosses(lifecycle.StageVisible) {
case lifecycle.CrossOn:
u.SetForeground(true)
restorable.OnContextLost()
glctx, _ = e.DrawContext.(gl.Context)
// Assume that glctx is always a same instance.
// Then, only once initializing should be enough.
if glContextCh != nil {
glContextCh <- glctx
glContextCh = nil
}
a.Send(paint.Event{})
case lifecycle.CrossOff:
u.SetForeground(false)
glctx = nil
}
case size.Event:
u.setGBuildSize(e.WidthPx, e.HeightPx)
sizeInited = true
case paint.Event:
if !sizeInited {
a.Send(paint.Event{})
continue
}
if glctx == nil || e.External {
continue
}
renderCh <- struct{}{}
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<-renderEndCh
a.Publish()
a.Send(paint.Event{})
case touch.Event:
if !sizeInited {
continue
}
switch e.Type {
case touch.TypeBegin, touch.TypeMove:
s := deviceScale()
x, y := float64(e.X)/s, float64(e.Y)/s
// TODO: Is it ok to cast from int64 to int here?
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touches[e.Sequence] = &Touch{
ID: driver.TouchID(e.Sequence),
X: int(x),
Y: int(y),
}
case touch.TypeEnd:
delete(touches, e.Sequence)
}
updateInput = true
case key.Event:
k, ok := gbuildKeyToDriverKey[e.Code]
if ok {
switch e.Direction {
case key.DirPress, key.DirNone:
keys[k] = struct{}{}
case key.DirRelease:
delete(keys, k)
}
}
switch e.Direction {
case key.DirPress, key.DirNone:
if e.Rune != -1 && unicode.IsPrint(e.Rune) {
runes = []rune{e.Rune}
}
}
updateInput = true
}
if updateInput {
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ts := []*Touch{}
for _, t := range touches {
ts = append(ts, t)
}
u.input.update(keys, runes, ts, nil)
}
}
}
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func (u *UserInterface) SetForeground(foreground bool) {
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var v int32
if foreground {
v = 1
}
atomic.StoreInt32(&u.foreground, v)
if foreground {
hooks.ResumeAudio()
} else {
hooks.SuspendAudio()
}
}
func (u *UserInterface) Run(context driver.UIContext) error {
u.setGBuildSizeCh = make(chan struct{})
go func() {
if err := u.run(context, true); err != nil {
// As mobile apps never ends, Loop can't return. Just panic here.
panic(err)
}
}()
app.Main(u.appMain)
return nil
}
func (u *UserInterface) RunWithoutMainLoop(context driver.UIContext) {
go func() {
// title is ignored?
if err := u.run(context, false); err != nil {
u.errCh <- err
}
}()
}
func (u *UserInterface) run(context driver.UIContext, mainloop bool) (err error) {
// Convert the panic to a regular error so that Java/Objective-C layer can treat this easily e.g., for
// Crashlytics. A panic is treated as SIGABRT, and there is no way to handle this on Java/Objective-C layer
// unfortunately.
// TODO: Panic on other goroutines cannot be handled here.
defer func() {
if r := recover(); r != nil {
err = fmt.Errorf("%v\n%q", r, string(debug.Stack()))
}
}()
u.m.Lock()
u.sizeChanged = true
u.m.Unlock()
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u.context = context
if u.Graphics().IsGL() {
var ctx gl.Context
if mainloop {
ctx = <-glContextCh
} else {
ctx, u.glWorker = gl.NewContext()
}
u.Graphics().(*opengl.Graphics).SetMobileGLContext(ctx)
} else {
u.t = thread.New()
graphicscommand.SetMainThread(u.t)
}
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// If gomobile-build is used, wait for the outside size fixed.
if u.setGBuildSizeCh != nil {
<-u.setGBuildSizeCh
}
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// Force to set the screen size
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u.layoutIfNeeded()
for {
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if err := u.update(); err != nil {
return err
}
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}
}
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// layoutIfNeeded must be called on the same goroutine as update().
func (u *UserInterface) layoutIfNeeded() {
var outsideWidth, outsideHeight float64
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u.m.RLock()
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sizeChanged := u.sizeChanged
if sizeChanged {
if u.gbuildWidthPx == 0 || u.gbuildHeightPx == 0 {
outsideWidth = u.outsideWidth
outsideHeight = u.outsideHeight
} else {
// gomobile build
d := deviceScale()
outsideWidth = float64(u.gbuildWidthPx) / d
outsideHeight = float64(u.gbuildHeightPx) / d
}
}
u.sizeChanged = false
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u.m.RUnlock()
if sizeChanged {
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u.context.Layout(outsideWidth, outsideHeight)
}
}
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func (u *UserInterface) update() error {
<-renderCh
defer func() {
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renderEndCh <- struct{}{}
}()
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if err := u.context.Update(); err != nil {
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return err
}
return nil
}
func (u *UserInterface) ScreenSizeInFullscreen() (int, int) {
// TODO: This function should return gbuildWidthPx, gbuildHeightPx,
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// but these values are not initialized until the main loop starts.
return 0, 0
}
// SetOutsideSize is called from mobile/ebitenmobileview.
//
// SetOutsideSize is concurrent safe.
func (u *UserInterface) SetOutsideSize(outsideWidth, outsideHeight float64) {
u.m.Lock()
if u.outsideWidth != outsideWidth || u.outsideHeight != outsideHeight {
u.outsideWidth = outsideWidth
u.outsideHeight = outsideHeight
u.sizeChanged = true
}
u.m.Unlock()
}
func (u *UserInterface) setGBuildSize(widthPx, heightPx int) {
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u.m.Lock()
u.gbuildWidthPx = widthPx
u.gbuildHeightPx = heightPx
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u.sizeChanged = true
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u.m.Unlock()
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u.once.Do(func() {
close(u.setGBuildSizeCh)
})
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}
func (u *UserInterface) adjustPosition(x, y int) (int, int) {
xf, yf := u.context.AdjustPosition(float64(x), float64(y))
return int(xf), int(yf)
}
func (u *UserInterface) CursorMode() driver.CursorMode {
return driver.CursorModeHidden
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}
func (u *UserInterface) SetCursorMode(mode driver.CursorMode) {
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// Do nothing
}
func (u *UserInterface) IsFullscreen() bool {
return false
}
func (u *UserInterface) SetFullscreen(fullscreen bool) {
// Do nothing
}
func (u *UserInterface) IsFocused() bool {
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return atomic.LoadInt32(&u.foreground) != 0
}
func (u *UserInterface) IsRunnableOnUnfocused() bool {
return false
}
func (u *UserInterface) SetRunnableOnUnfocused(runnableOnUnfocused bool) {
// Do nothing
}
func (u *UserInterface) IsVsyncEnabled() bool {
return true
}
func (u *UserInterface) SetVsyncEnabled(enabled bool) {
// Do nothing
}
func (u *UserInterface) DeviceScaleFactor() float64 {
return deviceScale()
}
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func (u *UserInterface) SetScreenTransparent(transparent bool) {
// Do nothing
}
func (u *UserInterface) IsScreenTransparent() bool {
return false
}
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func (u *UserInterface) ResetForFrame() {
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u.layoutIfNeeded()
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u.input.resetForFrame()
}
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func (u *UserInterface) SetInitFocused(focused bool) {
// Do nothing
}
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func (u *UserInterface) Input() driver.Input {
return &u.input
}
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func (u *UserInterface) Window() driver.Window {
return nil
}
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type Touch struct {
ID driver.TouchID
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X int
Y int
}
type Gamepad struct {
ID driver.GamepadID
SDLID string
Name string
Buttons [driver.GamepadButtonNum]bool
ButtonNum int
Axes [32]float32
AxisNum int
}
func (u *UserInterface) UpdateInput(keys map[driver.Key]struct{}, runes []rune, touches []*Touch, gamepads []Gamepad) {
u.input.update(keys, runes, touches, gamepads)
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}