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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"image"
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"runtime"
"sync"
"time"
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"github.com/hajimehoshi/ebiten/internal/devicescale"
"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
m sync.RWMutex
}
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var (
chRender = make(chan struct{})
chRenderEnd = make(chan struct{})
currentUI = &userInterface{}
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)
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func Run(width, height int, scale float64, title string, g GraphicsContext) error {
u := currentUI
u.m.Lock()
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u.width = width
u.height = height
u.scale = scale
u.sizeChanged = true
u.m.Unlock()
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// 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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}()
sizeChanged := false
width, height := 0, 0
actualScale := 0.0
u.m.Lock()
sizeChanged = u.sizeChanged
if sizeChanged {
width = u.width
height = u.height
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actualScale = u.scale * devicescale.DeviceScale()
}
u.sizeChanged = false
u.m.Unlock()
if sizeChanged {
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// Sizing also calls GL functions
g.SetSize(width, height, actualScale)
}
if err := g.Update(func() {}); err != nil {
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return err
}
return nil
}
func SetScreenSize(width, height int) bool {
currentUI.setScreenSize(width, height)
return true
}
func (u *userInterface) setScreenSize(width, height int) {
u.m.Lock()
if u.width != width || u.height != height {
u.width = width
u.height = height
u.sizeChanged = true
}
u.m.Unlock()
}
func SetScreenScale(scale float64) bool {
currentUI.setScreenScale(scale)
return false
}
func (u *userInterface) setScreenScale(scale float64) {
u.m.Lock()
if u.scale != scale {
u.scale = scale
u.sizeChanged = true
}
u.m.Unlock()
}
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func ScreenScale() float64 {
u := currentUI
u.m.RLock()
s := u.scale
u.m.RUnlock()
return s
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}
func ScreenOffset() (float64, float64) {
return 0, 0
}
func adjustCursorPosition(x, y int) (int, int) {
return x, y
}
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func IsCursorVisible() bool {
return false
}
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func SetCursorVisibility(visibility bool) {
// Do nothing
}
func SetFullscreen(fullscreen bool) {
// Do nothing
}
func IsFullscreen() bool {
// Do nothing
return false
}
func SetRunnableInBackground(runnableInBackground bool) {
// Do nothing
}
func IsRunnableInBackground() bool {
// Do nothing
return false
}
func SetWindowIcon(iconImages []image.Image) {
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// Do nothing
}
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func UpdateTouches(touches []Touch) {
currentInput.updateTouches(touches)
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}