ebiten/internal/ui/mainloop_gomobilebuild.go

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2018-03-23 17:07:36 +01:00
// Copyright 2018 The Ebiten Authors
//
// 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.
// +build android ios
// +build gomobilebuild
package ui
import (
"golang.org/x/mobile/app"
"golang.org/x/mobile/event/lifecycle"
"golang.org/x/mobile/event/paint"
"golang.org/x/mobile/event/size"
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"golang.org/x/mobile/event/touch"
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"golang.org/x/mobile/gl"
"github.com/hajimehoshi/ebiten/internal/devicescale"
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"github.com/hajimehoshi/ebiten/internal/input"
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"github.com/hajimehoshi/ebiten/internal/opengl"
)
var (
glContextCh chan gl.Context
)
func appMain(a app.App) {
var glctx gl.Context
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touches := map[touch.Sequence]*input.Touch{}
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for e := range a.Events() {
switch e := a.Filter(e).(type) {
case lifecycle.Event:
switch e.Crosses(lifecycle.StageVisible) {
case lifecycle.CrossOn:
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:
glctx = nil
}
case size.Event:
setFullscreen(e.WidthPx, e.HeightPx)
case paint.Event:
if glctx == nil || e.External {
continue
}
chRender <- struct{}{}
<-chRenderEnd
a.Publish()
a.Send(paint.Event{})
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case touch.Event:
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switch e.Type {
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case touch.TypeBegin, touch.TypeMove:
s := devicescale.DeviceScale()
x, y := float64(e.X)/s, float64(e.Y)/s
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// TODO: Is it ok to cast from int64 to int here?
t := input.NewTouch(int(e.Sequence), int(x), int(y))
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touches[e.Sequence] = t
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case touch.TypeEnd:
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delete(touches, e.Sequence)
}
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ts := []*input.Touch{}
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for _, t := range touches {
ts = append(ts, t)
}
UpdateTouches(ts)
}
}
}
func RunMainThreadLoop(ch <-chan error) error {
glContextCh = make(chan gl.Context)
app.Main(appMain)
return nil
}
func initOpenGL() {
ctx := <-glContextCh
opengl.InitWithContext(ctx)
}