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 darwin,arm darwin,arm64
package ui
import (
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"errors"
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"runtime"
"time"
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"github.com/hajimehoshi/ebiten/internal/graphics/opengl"
)
func initialize() (*opengl.Context, error) {
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return opengl.NewContext()
}
func Main() 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
if chGLInitialized != nil {
if err := doGLWorks(chError, glContext.InitializedCh()); err != nil {
return err
}
close(chGLInitialized)
<-chGLInitializedEnd
}
select {
case chRender <- struct{}{}:
return doGLWorks(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
}
}
func doGLWorks(chError <-chan error, chDone <-chan struct{}) error {
// TODO: Check this is called on the rendering thread
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worker := glContext.Worker()
loop:
for {
select {
case err := <-chError:
return err
case <-worker.WorkAvailable():
worker.DoWork()
default:
select {
case <-chDone:
break loop
default:
}
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}
}
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{})
chGLInitialized = make(chan struct{})
chGLInitializedEnd = make(chan struct{})
currentUI = &userInterface{
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sizeChanged: true,
}
)
func CurrentUI() UserInterface {
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return currentUI
}
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func (u *userInterface) Start(width, height int, scale float64, title string) error {
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u.width = width
u.height = height
u.scale = scale
// title is ignored?
return nil
}
func (u *userInterface) Terminate() error {
return nil
}
func (u *userInterface) Update() (interface{}, error) {
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// TODO: Need lock?
if chGLInitialized != nil {
<-chGLInitialized
chGLInitialized = nil
close(chGLInitializedEnd)
}
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if u.sizeChanged {
u.sizeChanged = false
e := ScreenSizeEvent{
Width: u.width,
Height: u.height,
ActualScale: u.actualScreenScale(),
}
return e, nil
}
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<-chRender
return RenderEvent{chRenderEnd}, nil
}
func (u *userInterface) SwapBuffers() error {
return nil
}
func (u *userInterface) SetScreenSize(width, height int) bool {
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// TODO: Implement
return false
}
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func (u *userInterface) SetScreenScale(scale float64) bool {
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// TODO: Implement
return false
}
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func (u *userInterface) ScreenScale() float64 {
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return u.scale
}
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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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}