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 (
"context"
"fmt"
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"image"
"runtime/debug"
"sync"
"time"
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"golang.org/x/mobile/app"
"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/internal/devicescale"
"github.com/hajimehoshi/ebiten/internal/driver"
"github.com/hajimehoshi/ebiten/internal/graphicsdriver/opengl"
)
var (
glContextCh = make(chan gl.Context)
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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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func init() {
theUI.input.ui = theUI
}
func Get() *UserInterface {
return theUI
}
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func (u *UserInterface) Render() {
renderCh <- struct{}{}
ctx, cancel := context.WithCancel(context.Background())
go func() {
<-renderEndCh
cancel()
}()
if u.graphics.IsGL() {
if u.glWorker == nil {
panic("mobile: glWorker must be initialized but not")
}
workAvailable := u.glWorker.WorkAvailable()
loop:
for {
select {
case <-workAvailable:
u.glWorker.DoWork()
case <-ctx.Done():
break loop
}
}
return
}
// TODO: Create and run the thread loop like the GLFW driver does.
}
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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// Used for gomobile-build
fullscreenScale float64
fullscreenWidthPx int
fullscreenHeightPx int
graphics driver.Graphics
input Input
glWorker gl.Worker
m sync.RWMutex
}
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var (
deviceScaleVal float64
deviceScaleM sync.Mutex
)
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func getDeviceScale() float64 {
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deviceScaleM.Lock()
defer deviceScaleM.Unlock()
if deviceScaleVal == 0 {
deviceScaleVal = devicescale.GetAt(0, 0)
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}
return deviceScaleVal
}
// appMain is the main routine for gomobile-build mode.
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func (u *UserInterface) appMain(a app.App) {
var glctx gl.Context
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touches := map[touch.Sequence]*Touch{}
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:
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u.setFullscreenImpl(e.WidthPx, e.HeightPx)
case paint.Event:
if glctx == nil || e.External {
continue
}
renderCh <- struct{}{}
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<-renderEndCh
a.Publish()
a.Send(paint.Event{})
case touch.Event:
switch e.Type {
case touch.TypeBegin, touch.TypeMove:
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s := getDeviceScale()
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: int(e.Sequence),
X: int(x),
Y: int(y),
}
case touch.TypeEnd:
delete(touches, e.Sequence)
}
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ts := []*Touch{}
for _, t := range touches {
ts = append(ts, t)
}
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u.input.update(ts)
}
}
}
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func (u *UserInterface) Run(width, height int, scale float64, title string, context driver.UIContext, graphics driver.Graphics) error {
go func() {
if err := u.run(width, height, scale, title, context, graphics, 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(width, height int, scale float64, title string, context driver.UIContext, graphics driver.Graphics) <-chan error {
ch := make(chan error)
go func() {
defer close(ch)
if err := u.run(width, height, scale, title, context, graphics, false); err != nil {
ch <- err
}
}()
return ch
}
func (u *UserInterface) run(width, height int, scale float64, title string, context driver.UIContext, graphics driver.Graphics, 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()
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u.width = width
u.height = height
u.scale = scale
u.sizeChanged = true
u.graphics = graphics
u.m.Unlock()
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// title is ignored?
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if graphics.IsGL() {
var ctx gl.Context
if mainloop {
ctx = <-glContextCh
} else {
ctx, u.glWorker = gl.NewContext()
}
graphics.(*opengl.Driver).SetMobileGLContext(ctx)
}
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// Force to set the screen size
u.updateSize(context)
for {
if err := u.update(context); err != nil {
return err
}
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}
}
func (u *UserInterface) updateSize(context driver.UIContext) {
width, height := 0, 0
actualScale := 0.0
u.m.Lock()
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sizeChanged := u.sizeChanged
if sizeChanged {
width = u.width
height = u.height
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actualScale = u.scaleImpl() * getDeviceScale()
}
u.sizeChanged = false
u.m.Unlock()
if sizeChanged {
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// Sizing also calls GL functions
context.SetSize(width, height, actualScale)
}
}
func (u *UserInterface) ActualScale() float64 {
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u.m.Lock()
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s := u.scaleImpl() * getDeviceScale()
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u.m.Unlock()
return s
}
func (u *UserInterface) scaleImpl() float64 {
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scale := u.scale
if u.fullscreenScale != 0 {
scale = u.fullscreenScale
}
return scale
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}
func (u *UserInterface) update(context driver.UIContext) error {
t := time.NewTimer(500 * time.Millisecond)
defer t.Stop()
select {
case <-renderCh:
case <-t.C:
context.SuspendAudio()
<-renderCh
}
context.ResumeAudio()
defer func() {
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renderEndCh <- struct{}{}
}()
if err := context.Update(func() {
u.updateSize(context)
}); err != nil {
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return err
}
return nil
}
func (u *UserInterface) ScreenSize() (int, int) {
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u.m.Lock()
w, h := u.width, u.height
u.m.Unlock()
return w, h
}
func (u *UserInterface) ScreenSizeInFullscreen() (int, int) {
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// TODO: This function should return fullscreenWidthPx, fullscreenHeightPx,
// but these values are not initialized until the main loop starts.
return 0, 0
}
func (u *UserInterface) SetScreenSize(width, height int) {
u.m.Lock()
if u.width != width || u.height != height {
u.width = width
u.height = height
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u.updateFullscreenScaleIfNeeded()
u.sizeChanged = true
}
u.m.Unlock()
}
func (u *UserInterface) SetScreenScale(scale float64) {
u.m.Lock()
if u.scale != scale {
u.scale = scale
u.sizeChanged = true
}
u.m.Unlock()
}
func (u *UserInterface) ScreenScale() float64 {
u.m.RLock()
s := u.scale
u.m.RUnlock()
return s
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}
func (u *UserInterface) setFullscreenImpl(widthPx, heightPx int) {
// This implementation is only for gomobile-build so far.
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u.m.Lock()
u.fullscreenWidthPx = widthPx
u.fullscreenHeightPx = heightPx
u.updateFullscreenScaleIfNeeded()
u.sizeChanged = true
u.m.Unlock()
}
func (u *UserInterface) updateFullscreenScaleIfNeeded() {
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if u.fullscreenWidthPx == 0 || u.fullscreenHeightPx == 0 {
return
}
w, h := u.width, u.height
scaleX := float64(u.fullscreenWidthPx) / float64(w)
scaleY := float64(u.fullscreenHeightPx) / float64(h)
scale := scaleX
if scale > scaleY {
scale = scaleY
}
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u.fullscreenScale = scale / getDeviceScale()
u.sizeChanged = true
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}
func (u *UserInterface) ScreenPadding() (x0, y0, x1, y1 float64) {
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u.m.Lock()
x0, y0, x1, y1 = u.screenPaddingImpl()
u.m.Unlock()
return
}
func (u *UserInterface) screenPaddingImpl() (x0, y0, x1, y1 float64) {
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if u.fullscreenScale == 0 {
return 0, 0, 0, 0
}
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s := u.fullscreenScale * getDeviceScale()
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ox := (float64(u.fullscreenWidthPx) - float64(u.width)*s) / 2
oy := (float64(u.fullscreenHeightPx) - float64(u.height)*s) / 2
return ox, oy, ox, oy
}
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func (u *UserInterface) adjustPosition(x, y int) (int, int) {
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ox, oy, _, _ := u.screenPaddingImpl()
s := u.scaleImpl()
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as := s * getDeviceScale()
return int(float64(x)/s - ox/as), int(float64(y)/s - oy/as)
}
func (u *UserInterface) IsCursorVisible() bool {
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return false
}
func (u *UserInterface) SetCursorVisible(visible bool) {
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// Do nothing
}
func (u *UserInterface) IsFullscreen() bool {
return false
}
func (u *UserInterface) SetFullscreen(fullscreen bool) {
// Do nothing
}
func (u *UserInterface) IsRunnableInBackground() bool {
return false
}
func (u *UserInterface) SetRunnableInBackground(runnableInBackground bool) {
// Do nothing
}
func (u *UserInterface) SetWindowTitle(title string) {
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// Do nothing
}
func (u *UserInterface) SetWindowIcon(iconImages []image.Image) {
// Do nothing
}
func (u *UserInterface) IsWindowDecorated() bool {
return false
}
func (u *UserInterface) SetWindowDecorated(decorated bool) {
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// Do nothing
}
func (u *UserInterface) IsWindowResizable() bool {
return false
}
func (u *UserInterface) SetWindowResizable(decorated bool) {
// Do nothing
}
func (u *UserInterface) IsVsyncEnabled() bool {
return true
}
func (u *UserInterface) SetVsyncEnabled(enabled bool) {
// Do nothing
}
func (u *UserInterface) DeviceScaleFactor() float64 {
return getDeviceScale()
}
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func (u *UserInterface) Input() driver.Input {
return &u.input
}
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type Touch struct {
ID int
X int
Y int
}
func (u *UserInterface) UpdateInput(touches []*Touch) {
u.input.update(touches)
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}