ebiten/internal/ui/ui_mobile.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 ui
import (
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"errors"
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"runtime"
"time"
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"github.com/hajimehoshi/ebiten/internal/opengl"
)
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func RunMainThreadLoop(ch <-chan error) error {
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return errors.New("ui: don't call this: use RunWithoutMainLoop instead of Run")
}
func Render(chError <-chan error) error {
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runtime.LockOSThread()
defer runtime.UnlockOSThread()
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if chError == nil {
return errors.New("ui: chError must not be nil")
}
// TODO: Check this is called on the rendering thread
select {
case chRender <- struct{}{}:
return opengl.GetContext().DoWork(chError, chRenderEnd)
case <-time.After(500 * time.Millisecond):
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// This function must not be blocked. We need to break for timeout.
return nil
}
}
type userInterface struct {
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width int
height int
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scale float64
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sizeChanged bool
}
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var (
chRender = make(chan struct{})
chRenderEnd = make(chan struct{})
currentUI = &userInterface{
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sizeChanged: true,
}
)
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func Run(width, height int, scale float64, title string, g GraphicsContext) error {
u := currentUI
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u.width = width
u.height = height
u.scale = scale
// title is ignored?
opengl.Init()
for {
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if err := u.update(g); err != nil {
return err
}
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}
}
func (u *userInterface) update(g GraphicsContext) error {
<-chRender
defer func() {
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chRenderEnd <- struct{}{}
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}()
if u.sizeChanged {
// Sizing also calls GL functions
u.sizeChanged = false
g.SetSize(u.width, u.height, u.actualScreenScale())
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return nil
}
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if err := g.Update(); err != nil {
return err
}
return nil
}
func SetScreenSize(width, height int) bool {
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// TODO: Implement
return false
}
func SetScreenScale(scale float64) bool {
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// TODO: Implement
return false
}
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func ScreenScale() float64 {
return currentUI.scale
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}
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func SetCursorVisibility(visibility bool) {
// Do nothing
}
func SetFullscreen(fullscreen bool) bool {
// Do nothing
return false
}
func IsFullscreen() bool {
// Do nothing
return false
}
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func (u *userInterface) actualScreenScale() float64 {
return u.scale * deviceScale()
}
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func UpdateTouches(touches []Touch) {
currentInput.updateTouches(touches)
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}