add a build tag 'ebitencbackend' and internal/cbackend

This enables to create a C archive with Ebiten without an actual driver
implementation. This enables Ebiten work on a platform Go doesn't support.
See also Hitsumabushi project: github.com/hajimehoshi/hitsumabushi.

The backend C API is not stable and might change later. Then, the build
tag 'ebitencbackend' is not documented on purpose.

Closes #1900
This commit is contained in:
Hajime Hoshi 2021-12-17 15:03:23 +09:00
parent b0b52c6297
commit 1799ed0b28
14 changed files with 1072 additions and 9 deletions

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@ -0,0 +1,329 @@
// Copyright 2021 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.
//go:build ebitencbackend
// +build ebitencbackend
package cbackend
import (
"io"
"runtime"
"sync"
"github.com/hajimehoshi/ebiten/v2/internal/cbackend"
)
type Context struct {
sampleRate int
channelNum int
bitDepthInBytes int
}
func NewContext(sampleRate, channelNum, bitDepthInBytes int) (*Context, chan struct{}, error) {
cbackend.OpenAudio(sampleRate, channelNum, bitDepthInBytes)
c := &Context{
sampleRate: sampleRate,
channelNum: channelNum,
bitDepthInBytes: bitDepthInBytes,
}
ready := make(chan struct{})
close(ready)
return c, ready, nil
}
func (c *Context) NewPlayer(r io.Reader) *Player {
cond := sync.NewCond(&sync.Mutex{})
p := &Player{
context: c,
src: r,
volume: 1,
cond: cond,
onWritten: cond.Signal,
}
runtime.SetFinalizer(p, (*Player).Close)
return p
}
func (c *Context) Suspend() error {
// Do nothing so far.
return nil
}
func (c *Context) Resume() error {
// Do nothing so far.
return nil
}
func (c *Context) Err() error {
return nil
}
func (c *Context) oneBufferSize() int {
// TODO: This must be audio.oneBufferSize(p.context.sampleRate). Avoid the duplication.
return c.sampleRate * c.channelNum * c.bitDepthInBytes / 4
}
func (c *Context) MaxBufferSize() int {
// TODO: This must be audio.maxBufferSize(p.context.sampleRate). Avoid the duplication.
return c.oneBufferSize() * 2
}
type playerState int
const (
playerStatePaused playerState = iota
playerStatePlaying
playerStateClosed
)
type Player struct {
context *Context
src io.Reader
v *cbackend.AudioPlayer
state playerState
volume float64
cond *sync.Cond
err error
buf []byte
onWritten func()
}
func (p *Player) Pause() {
p.cond.L.Lock()
defer p.cond.L.Unlock()
if p.state == playerStateClosed {
return
}
if p.v == nil {
return
}
p.v.Pause()
p.state = playerStatePaused
p.cond.Signal()
}
func (p *Player) Play() {
p.cond.L.Lock()
defer p.cond.L.Unlock()
if p.state == playerStateClosed {
return
}
var runloop bool
if p.v == nil {
p.v = cbackend.CreateAudioPlayer(p.onWritten)
runloop = true
}
p.v.SetVolume(p.volume)
p.v.Play()
// Prepare the first data as soon as possible, or the audio can get stuck.
// TODO: Get the appropriate buffer size from the C++ side.
if p.buf == nil {
n := p.context.oneBufferSize()
if max := p.context.MaxBufferSize() - p.UnplayedBufferSize(); n > max {
n = max
}
p.buf = make([]byte, n)
}
n, err := p.src.Read(p.buf)
if err != nil && err != io.EOF {
p.setErrorImpl(err)
return
}
if n > 0 {
p.writeImpl(p.buf[:n])
}
if runloop {
go p.loop()
}
p.state = playerStatePlaying
p.cond.Signal()
}
func (p *Player) IsPlaying() bool {
p.cond.L.Lock()
defer p.cond.L.Unlock()
return p.state == playerStatePlaying
}
func (p *Player) Reset() {
p.cond.L.Lock()
defer p.cond.L.Unlock()
if p.state == playerStateClosed {
return
}
p.state = playerStatePaused
if p.v == nil {
return
}
p.v.Close(true)
p.v = nil
p.cond.Signal()
}
func (p *Player) Volume() float64 {
p.cond.L.Lock()
defer p.cond.L.Unlock()
if p.v == nil {
return p.volume
}
return p.v.Volume()
}
func (p *Player) SetVolume(volume float64) {
p.cond.L.Lock()
defer p.cond.L.Unlock()
p.volume = volume
if p.v == nil {
return
}
p.v.SetVolume(volume)
}
func (p *Player) UnplayedBufferSize() int {
if p.v == nil {
return 0
}
return p.v.UnplayedBufferSize()
}
func (p *Player) Err() error {
p.cond.L.Lock()
defer p.cond.L.Unlock()
return p.err
}
func (p *Player) Close() error {
runtime.SetFinalizer(p, nil)
return p.close(true)
}
func (p *Player) close(remove bool) error {
p.cond.L.Lock()
defer p.cond.L.Unlock()
return p.closeImpl(remove)
}
func (p *Player) closeImpl(remove bool) error {
if p.state == playerStateClosed {
return p.err
}
if p.v != nil {
p.v.Close(false)
p.v = nil
}
if remove {
p.state = playerStateClosed
p.onWritten = nil
} else {
p.state = playerStatePaused
}
p.cond.Signal()
return p.err
}
func (p *Player) setError(err error) {
p.cond.L.Lock()
defer p.cond.L.Unlock()
p.setErrorImpl(err)
}
func (p *Player) setErrorImpl(err error) {
if p.state != playerStateClosed && p.v != nil {
p.v.Close(true)
p.v = nil
}
p.err = err
p.state = playerStateClosed
p.cond.Signal()
}
func (p *Player) shouldWait() bool {
if p.v == nil {
return false
}
switch p.state {
case playerStatePaused:
return true
case playerStatePlaying:
return p.v.UnplayedBufferSize() >= p.context.MaxBufferSize()
}
return false
}
func (p *Player) waitUntilUnpaused() bool {
p.cond.L.Lock()
defer p.cond.L.Unlock()
for p.shouldWait() {
p.cond.Wait()
}
return p.v != nil && p.state == playerStatePlaying
}
func (p *Player) writeImpl(buf []byte) {
if p.state == playerStateClosed {
return
}
if p.v == nil {
return
}
p.v.Write(buf)
}
func (p *Player) loop() {
const readChunkSize = 4096
buf := make([]byte, readChunkSize)
for {
if !p.waitUntilUnpaused() {
return
}
p.cond.L.Lock()
n, err := p.src.Read(buf)
if err != nil && err != io.EOF {
p.setErrorImpl(err)
p.cond.L.Unlock()
return
}
if n > 0 {
p.writeImpl(buf[:n])
}
if err == io.EOF {
p.closeImpl(false)
p.cond.L.Unlock()
return
}
p.cond.L.Unlock()
}
}

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@ -12,6 +12,9 @@
// See the License for the specific language governing permissions and
// limitations under the License.
//go:build !ebitencbackend
// +build !ebitencbackend
package audio
import (
@ -33,7 +36,7 @@ type contextProxy struct {
otoContext
}
// contextProxy implements context.
// NewPlayer implements context.
func (c *contextProxy) NewPlayer(r io.Reader) player {
return c.otoContext.NewPlayer(r)
}

39
audio/player_cbackend.go Normal file
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@ -0,0 +1,39 @@
// Copyright 2021 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.
//go:build ebitencbackend
// +build ebitencbackend
package audio
import (
"io"
"github.com/hajimehoshi/ebiten/v2/audio/internal/cbackend"
)
func newContext(sampleRate, channelNum, bitDepthInBytes int) (context, chan struct{}, error) {
ctx, ready, err := cbackend.NewContext(sampleRate, channelNum, bitDepthInBytes)
return &contextProxy{ctx}, ready, err
}
// contextProxy is a proxy between cbackend.Context and context.
type contextProxy struct {
*cbackend.Context
}
// NewPlayer implements context.
func (c *contextProxy) NewPlayer(r io.Reader) player {
return c.Context.NewPlayer(r)
}

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@ -12,6 +12,9 @@
// See the License for the specific language governing permissions and
// limitations under the License.
//go:build !ebitencbackend
// +build !ebitencbackend
package audio
import (

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@ -12,8 +12,8 @@
// See the License for the specific language governing permissions and
// limitations under the License.
//go:build !js
// +build !js
//go:build !js && !ebitencbackend
// +build !js,!ebitencbackend
package audio

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@ -0,0 +1,243 @@
// Copyright 2021 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.
//go:build ebitencbackend
// +build ebitencbackend
package cbackend
// #cgo !darwin LDFLAGS: -Wl,-unresolved-symbols=ignore-all
// #cgo darwin LDFLAGS: -Wl,-undefined,dynamic_lookup
//
// #include <stdint.h>
//
// struct Gamepad {
// int id;
// char standard;
// int button_num;
// int axis_num;
// char button_pressed[32];
// float button_values[32];
// float axis_values[16];
// };
//
// struct Touch {
// int id;
// int x;
// int y;
// };
//
// // UI
// void EbitenInitializeGame();
// void EbitenGetScreenSize(int* width, int* height);
// void EbitenBeginFrame();
// void EbitenEndFrame();
//
// // Input
// int EbitenGetGamepadNum();
// void EbitenGetGamepads(struct Gamepad* gamepads);
// int EbitenGetTouchNum();
// void EbitenGetTouches(struct Touch* touches);
//
// // Audio
// typedef void (*OnWrittenCallback)(int id);
// void EbitenOpenAudio(int sample_rate, int channel_num, int bit_depth_in_bytes);
// void EbitenCloseAudio();
// int EbitenCreateAudioPlayer(OnWrittenCallback on_written_callback);
// void EbitenAudioPlayerPlay(int id);
// void EbitenAudioPlayerPause(int id);
// void EbitenAudioPlayerWrite(int id, uint8_t* data, int length);
// void EbitenAudioPlayerClose(int id, int immediately);
// double EbitenAudioPlayerGetVolume(int id);
// void EbitenAudioPlayerSetVolume(int id, double volume);
// int EbitenAudioPlayerGetUnplayedBufferSize(int id);
//
// void EbitenAudioPlayerOnWrittenCallback(int id);
// static int EbitenCreateAudioPlayerProxy() {
// return EbitenCreateAudioPlayer(EbitenAudioPlayerOnWrittenCallback);
// }
import "C"
import (
"runtime"
"sync"
"unsafe"
"github.com/hajimehoshi/ebiten/v2/internal/driver"
)
type Gamepad struct {
ID driver.GamepadID
Standard bool
ButtonNum int
AxisNum int
ButtonPressed [32]bool
ButtonValues [32]float64
AxisValues [16]float64
}
type Touch struct {
ID driver.TouchID
X int
Y int
}
func InitializeGame() {
C.EbitenInitializeGame()
}
func ScreenSize() (int, int) {
var width, height C.int
C.EbitenGetScreenSize(&width, &height)
return int(width), int(height)
}
func BeginFrame() {
C.EbitenBeginFrame()
}
func EndFrame() {
C.EbitenEndFrame()
}
var cGamepads []C.struct_Gamepad
func AppendGamepads(gamepads []Gamepad) []Gamepad {
n := int(C.EbitenGetGamepadNum())
if cap(cGamepads) < n {
cGamepads = append(cGamepads, make([]C.struct_Gamepad, n)...)
} else {
cGamepads = cGamepads[:n]
}
if n > 0 {
C.EbitenGetGamepads(&cGamepads[0])
}
for _, g := range cGamepads {
gamepad := Gamepad{
ID: driver.GamepadID(g.id),
Standard: g.standard != 0,
ButtonNum: int(g.button_num),
AxisNum: int(g.axis_num),
}
for i := 0; i < gamepad.ButtonNum; i++ {
gamepad.ButtonPressed[i] = g.button_pressed[i] != 0
gamepad.ButtonValues[i] = float64(g.button_values[i])
}
for i := 0; i < gamepad.AxisNum; i++ {
gamepad.AxisValues[i] = float64(g.axis_values[i])
}
gamepads = append(gamepads, gamepad)
}
return gamepads
}
var cTouches []C.struct_Touch
func AppendTouches(touches []Touch) []Touch {
n := int(C.EbitenGetTouchNum())
cTouches = cTouches[:0]
if cap(cTouches) < n {
cTouches = append(cTouches, make([]C.struct_Touch, n)...)
} else {
cTouches = cTouches[:n]
}
if n > 0 {
C.EbitenGetTouches(&cTouches[0])
}
for _, t := range cTouches {
touches = append(touches, Touch{
ID: driver.TouchID(t.id),
X: int(t.x),
Y: int(t.y),
})
}
return touches
}
func OpenAudio(sampleRate, channelNum, bitDepthInBytes int) {
C.EbitenOpenAudio(C.int(sampleRate), C.int(channelNum), C.int(bitDepthInBytes))
}
func CloseAudio() {
C.EbitenCloseAudio()
}
func CreateAudioPlayer(onWritten func()) *AudioPlayer {
id := C.EbitenCreateAudioPlayerProxy()
p := &AudioPlayer{
id: id,
}
onWrittenCallbacksM.Lock()
defer onWrittenCallbacksM.Unlock()
onWrittenCallbacks[id] = onWritten
return p
}
type AudioPlayer struct {
id C.int
}
func (p *AudioPlayer) Play() {
C.EbitenAudioPlayerPlay(p.id)
}
func (p *AudioPlayer) Pause() {
C.EbitenAudioPlayerPause(p.id)
}
func (p *AudioPlayer) Write(buf []byte) {
C.EbitenAudioPlayerWrite(p.id, (*C.uint8_t)(unsafe.Pointer(&buf[0])), C.int(len(buf)))
runtime.KeepAlive(buf)
}
func (p *AudioPlayer) Close(immediately bool) {
var i C.int
if immediately {
i = 1
}
C.EbitenAudioPlayerClose(p.id, i)
onWrittenCallbacksM.Lock()
defer onWrittenCallbacksM.Unlock()
delete(onWrittenCallbacks, p.id)
}
func (p *AudioPlayer) Volume() float64 {
return float64(C.EbitenAudioPlayerGetVolume(p.id))
}
func (p *AudioPlayer) SetVolume(volume float64) {
C.EbitenAudioPlayerSetVolume(p.id, C.double(volume))
}
func (p *AudioPlayer) UnplayedBufferSize() int {
return int(C.EbitenAudioPlayerGetUnplayedBufferSize(p.id))
}
var (
onWrittenCallbacks = map[C.int]func(){}
onWrittenCallbacksM sync.Mutex
)
//export EbitenAudioPlayerOnWrittenCallback
func EbitenAudioPlayerOnWrittenCallback(id C.int) {
onWrittenCallbacksM.Lock()
defer onWrittenCallbacksM.Unlock()
if c, ok := onWrittenCallbacks[id]; ok {
c()
}
}

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@ -6,7 +6,7 @@
package gl
// #cgo darwin LDFLAGS: -framework OpenGL
// #cgo linux freebsd openbsd pkg-config: gl
// #cgo linux,!ebitencbackend freebsd,!ebitencbackend openbsd,!ebitencbackend pkg-config: gl
//
// #ifndef APIENTRY
// #define APIENTRY

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@ -21,9 +21,11 @@ package gl
#cgo darwin CFLAGS: -DTAG_DARWIN
#cgo darwin LDFLAGS: -framework OpenGL
#cgo linux freebsd openbsd CFLAGS: -DTAG_POSIX
#cgo linux freebsd openbsd pkg-config: gl
#cgo linux,!ebitencbackend freebsd,!ebitencbackend openbsd,!ebitencbackend pkg-config: gl
#cgo egl CFLAGS: -DTAG_EGL
#cgo egl pkg-config: egl
#cgo egl,!ebitencbackend pkg-config: egl
#cgo !darwin ebitencbackend LDFLAGS: -Wl,-unresolved-symbols=ignore-all
#cgo darwin ebitencbackend LDFLAGS: -Wl,-undefined,dynamic_lookup
// Check the EGL tag first as it takes priority over the platform's default
// configuration of WGL/GLX/CGL.
#if defined(TAG_EGL)

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@ -0,0 +1,271 @@
// Copyright 2021 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.
//go:build ebitencbackend
// +build ebitencbackend
package cbackend
import (
"sync"
"time"
"github.com/hajimehoshi/ebiten/v2/internal/cbackend"
"github.com/hajimehoshi/ebiten/v2/internal/driver"
)
type Input struct {
gamepads []cbackend.Gamepad
touches []cbackend.Touch
m sync.Mutex
}
func (i *Input) update(context driver.UIContext) {
i.m.Lock()
defer i.m.Unlock()
i.gamepads = i.gamepads[:0]
i.gamepads = cbackend.AppendGamepads(i.gamepads)
i.touches = i.touches[:0]
i.touches = cbackend.AppendTouches(i.touches)
for idx, t := range i.touches {
x, y := context.AdjustPosition(float64(t.X), float64(t.Y), deviceScaleFactor)
i.touches[idx].X = int(x)
i.touches[idx].Y = int(y)
}
}
func (i *Input) AppendInputChars(runes []rune) []rune {
return nil
}
func (i *Input) AppendGamepadIDs(gamepadIDs []driver.GamepadID) []driver.GamepadID {
i.m.Lock()
defer i.m.Unlock()
for _, g := range i.gamepads {
gamepadIDs = append(gamepadIDs, g.ID)
}
return gamepadIDs
}
func (i *Input) AppendTouchIDs(touchIDs []driver.TouchID) []driver.TouchID {
i.m.Lock()
defer i.m.Unlock()
for _, t := range i.touches {
touchIDs = append(touchIDs, t.ID)
}
return touchIDs
}
func (i *Input) CursorPosition() (x, y int) {
return 0, 0
}
func (i *Input) GamepadSDLID(id driver.GamepadID) string {
return ""
}
func (i *Input) GamepadName(id driver.GamepadID) string {
return ""
}
func (i *Input) GamepadAxisValue(id driver.GamepadID, axis int) float64 {
i.m.Lock()
defer i.m.Unlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
if axis < 0 {
return 0
}
if g.AxisNum <= axis {
return 0
}
if len(g.AxisValues) <= axis {
return 0
}
return g.AxisValues[axis]
}
return 0
}
func (i *Input) GamepadAxisNum(id driver.GamepadID) int {
i.m.Lock()
defer i.m.Unlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
return g.AxisNum
}
return 0
}
func (i *Input) GamepadButtonNum(id driver.GamepadID) int {
i.m.Lock()
defer i.m.Unlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
return g.ButtonNum
}
return 0
}
func (i *Input) IsGamepadButtonPressed(id driver.GamepadID, button driver.GamepadButton) bool {
i.m.Lock()
defer i.m.Unlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
if button < 0 {
return false
}
if g.ButtonNum <= int(button) {
return false
}
if len(g.ButtonPressed) <= int(button) {
return false
}
return g.ButtonPressed[button]
}
return false
}
func (i *Input) IsKeyPressed(key driver.Key) bool {
return false
}
func (i *Input) IsMouseButtonPressed(button driver.MouseButton) bool {
return false
}
func (i *Input) IsStandardGamepadButtonPressed(id driver.GamepadID, button driver.StandardGamepadButton) bool {
i.m.Lock()
defer i.m.Unlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
if !g.Standard {
return false
}
if button < 0 {
return false
}
if g.ButtonNum <= int(button) {
return false
}
if len(g.ButtonPressed) <= int(button) {
return false
}
return g.ButtonPressed[button]
}
return false
}
func (i *Input) IsStandardGamepadLayoutAvailable(id driver.GamepadID) bool {
i.m.Lock()
defer i.m.Unlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
return g.Standard
}
return false
}
func (i *Input) StandardGamepadAxisValue(id driver.GamepadID, axis driver.StandardGamepadAxis) float64 {
i.m.Lock()
defer i.m.Unlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
if !g.Standard {
return 0
}
if axis < 0 {
return 0
}
if g.AxisNum <= int(axis) {
return 0
}
if len(g.AxisValues) <= int(axis) {
return 0
}
return g.AxisValues[axis]
}
return 0
}
func (i *Input) StandardGamepadButtonValue(id driver.GamepadID, button driver.StandardGamepadButton) float64 {
i.m.Lock()
defer i.m.Unlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
if !g.Standard {
return 0
}
if button < 0 {
return 0
}
if g.ButtonNum <= int(button) {
return 0
}
if len(g.ButtonValues) <= int(button) {
return 0
}
return g.ButtonValues[button]
}
return 0
}
func (i *Input) TouchPosition(id driver.TouchID) (x, y int) {
i.m.Lock()
defer i.m.Unlock()
for _, t := range i.touches {
if t.ID == id {
return t.X, t.Y
}
}
return 0, 0
}
func (i *Input) VibrateGamepad(id driver.GamepadID, duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
}
func (i *Input) Wheel() (xoff, yoff float64) {
return 0, 0
}

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@ -0,0 +1,142 @@
// Copyright 2021 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.
//go:build ebitencbackend
// +build ebitencbackend
package cbackend
import (
"runtime"
"time"
"github.com/hajimehoshi/ebiten/v2/internal/cbackend"
"github.com/hajimehoshi/ebiten/v2/internal/driver"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl"
)
const deviceScaleFactor = 1
func init() {
runtime.LockOSThread()
}
type UserInterface struct {
input Input
}
var theUserInterface UserInterface
func Get() *UserInterface {
return &theUserInterface
}
func (u *UserInterface) Run(context driver.UIContext) error {
cbackend.InitializeGame()
for {
w, h := cbackend.ScreenSize()
context.Layout(float64(w), float64(h))
cbackend.BeginFrame()
u.input.update(context)
if err := context.UpdateFrame(); err != nil {
return err
}
cbackend.EndFrame()
}
}
func (*UserInterface) RunWithoutMainLoop(context driver.UIContext) {
panic("cbackend: RunWithoutMainLoop is not implemented")
}
func (*UserInterface) DeviceScaleFactor() float64 {
return deviceScaleFactor
}
func (*UserInterface) IsFocused() bool {
return true
}
func (*UserInterface) ScreenSizeInFullscreen() (int, int) {
return 0, 0
}
func (*UserInterface) ResetForFrame() {
}
func (*UserInterface) CursorMode() driver.CursorMode {
return driver.CursorModeHidden
}
func (*UserInterface) SetCursorMode(mode driver.CursorMode) {
}
func (*UserInterface) CursorShape() driver.CursorShape {
return driver.CursorShapeDefault
}
func (*UserInterface) SetCursorShape(shape driver.CursorShape) {
}
func (*UserInterface) IsFullscreen() bool {
return false
}
func (*UserInterface) SetFullscreen(fullscreen bool) {
}
func (*UserInterface) IsRunnableOnUnfocused() bool {
return false
}
func (*UserInterface) SetRunnableOnUnfocused(runnableOnUnfocused bool) {
}
func (*UserInterface) FPSMode() driver.FPSMode {
return driver.FPSModeVsyncOn
}
func (*UserInterface) SetFPSMode(mode driver.FPSMode) {
}
func (*UserInterface) ScheduleFrame() {
}
func (*UserInterface) IsScreenTransparent() bool {
return false
}
func (*UserInterface) SetScreenTransparent(transparent bool) {
}
func (*UserInterface) SetInitFocused(focused bool) {
}
func (*UserInterface) Vibrate(duration time.Duration, intensity float64) {
}
func (*UserInterface) Input() driver.Input {
return &theUserInterface.input
}
func (*UserInterface) Window() driver.Window {
return nil
}
func (*UserInterface) Graphics() driver.Graphics {
return opengl.Get()
}

27
uidriver_cbackend.go Normal file
View File

@ -0,0 +1,27 @@
// Copyright 2021 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.
//go:build ebitencbackend
// +build ebitencbackend
package ebiten
import (
"github.com/hajimehoshi/ebiten/v2/internal/driver"
"github.com/hajimehoshi/ebiten/v2/internal/uidriver/cbackend"
)
func uiDriver() driver.UI {
return cbackend.Get()
}

View File

@ -12,8 +12,8 @@
// See the License for the specific language governing permissions and
// limitations under the License.
//go:build !android && !js && !ios
// +build !android,!js,!ios
//go:build !android && !js && !ios && !ebitencbackend
// +build !android,!js,!ios,!ebitencbackend
package ebiten

View File

@ -12,6 +12,9 @@
// See the License for the specific language governing permissions and
// limitations under the License.
//go:build !ebitencbackend
// +build !ebitencbackend
package ebiten
import (

View File

@ -12,8 +12,9 @@
// See the License for the specific language governing permissions and
// limitations under the License.
//go:build android || ios
//go:build (android || ios) && !ebitencbackend
// +build android ios
// +build !ebitencbackend
package ebiten