mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
uidriver/glfw: Refactoring: Remove mutex from Input
Mixing a thread and a mutex is risky. Use a thread if possible.
This commit is contained in:
parent
a3343afc36
commit
2871795895
@ -47,8 +47,6 @@ type Input struct {
|
||||
touches map[int]pos // This is not updated until GLFW 3.3 is available (#417)
|
||||
runeBuffer []rune
|
||||
ui *UserInterface
|
||||
|
||||
m sync.RWMutex
|
||||
}
|
||||
|
||||
type pos struct {
|
||||
@ -57,91 +55,129 @@ type pos struct {
|
||||
}
|
||||
|
||||
func (i *Input) CursorPosition() (x, y int) {
|
||||
i.m.RLock()
|
||||
cx, cy := i.cursorX, i.cursorY
|
||||
i.m.RUnlock()
|
||||
if !i.ui.isRunning() {
|
||||
return 0, 0
|
||||
}
|
||||
var cx, cy int
|
||||
_ = i.ui.t.Call(func() error {
|
||||
cx, cy = i.cursorX, i.cursorY
|
||||
return nil
|
||||
})
|
||||
return i.ui.adjustPosition(cx, cy)
|
||||
}
|
||||
|
||||
func (i *Input) GamepadIDs() []int {
|
||||
i.m.RLock()
|
||||
defer i.m.RUnlock()
|
||||
if len(i.gamepads) == 0 {
|
||||
if !i.ui.isRunning() {
|
||||
return nil
|
||||
}
|
||||
r := []int{}
|
||||
for id, g := range i.gamepads {
|
||||
if g.valid {
|
||||
r = append(r, id)
|
||||
var r []int
|
||||
_ = i.ui.t.Call(func() error {
|
||||
if len(i.gamepads) == 0 {
|
||||
return nil
|
||||
}
|
||||
}
|
||||
for id, g := range i.gamepads {
|
||||
if g.valid {
|
||||
r = append(r, id)
|
||||
}
|
||||
}
|
||||
return nil
|
||||
})
|
||||
return r
|
||||
}
|
||||
|
||||
func (i *Input) GamepadAxisNum(id int) int {
|
||||
i.m.RLock()
|
||||
defer i.m.RUnlock()
|
||||
if len(i.gamepads) <= id {
|
||||
if !i.ui.isRunning() {
|
||||
return 0
|
||||
}
|
||||
return i.gamepads[id].axisNum
|
||||
var r int
|
||||
_ = i.ui.t.Call(func() error {
|
||||
if len(i.gamepads) <= id {
|
||||
return nil
|
||||
}
|
||||
r = i.gamepads[id].axisNum
|
||||
return nil
|
||||
})
|
||||
return r
|
||||
}
|
||||
|
||||
func (i *Input) GamepadAxis(id int, axis int) float64 {
|
||||
i.m.RLock()
|
||||
defer i.m.RUnlock()
|
||||
if len(i.gamepads) <= id {
|
||||
if !i.ui.isRunning() {
|
||||
return 0
|
||||
}
|
||||
return i.gamepads[id].axes[axis]
|
||||
var r float64
|
||||
_ = i.ui.t.Call(func() error {
|
||||
if len(i.gamepads) <= id {
|
||||
return nil
|
||||
}
|
||||
r = i.gamepads[id].axes[axis]
|
||||
return nil
|
||||
})
|
||||
return r
|
||||
}
|
||||
|
||||
func (i *Input) GamepadButtonNum(id int) int {
|
||||
i.m.RLock()
|
||||
defer i.m.RUnlock()
|
||||
if len(i.gamepads) <= id {
|
||||
if !i.ui.isRunning() {
|
||||
return 0
|
||||
}
|
||||
return i.gamepads[id].buttonNum
|
||||
var r int
|
||||
_ = i.ui.t.Call(func() error {
|
||||
if len(i.gamepads) <= id {
|
||||
return nil
|
||||
}
|
||||
r = i.gamepads[id].buttonNum
|
||||
return nil
|
||||
})
|
||||
return r
|
||||
}
|
||||
|
||||
func (i *Input) IsGamepadButtonPressed(id int, button driver.GamepadButton) bool {
|
||||
i.m.RLock()
|
||||
defer i.m.RUnlock()
|
||||
if len(i.gamepads) <= id {
|
||||
if !i.ui.isRunning() {
|
||||
return false
|
||||
}
|
||||
return i.gamepads[id].buttonPressed[button]
|
||||
var r bool
|
||||
_ = i.ui.t.Call(func() error {
|
||||
if len(i.gamepads) <= id {
|
||||
return nil
|
||||
}
|
||||
r = i.gamepads[id].buttonPressed[button]
|
||||
return nil
|
||||
})
|
||||
return r
|
||||
}
|
||||
|
||||
func (i *Input) TouchIDs() []int {
|
||||
i.m.RLock()
|
||||
defer i.m.RUnlock()
|
||||
|
||||
if len(i.touches) == 0 {
|
||||
if !i.ui.isRunning() {
|
||||
return nil
|
||||
}
|
||||
|
||||
var ids []int
|
||||
for id := range i.touches {
|
||||
ids = append(ids, id)
|
||||
}
|
||||
_ = i.ui.t.Call(func() error {
|
||||
if len(i.touches) == 0 {
|
||||
return nil
|
||||
}
|
||||
for id := range i.touches {
|
||||
ids = append(ids, id)
|
||||
}
|
||||
return nil
|
||||
})
|
||||
return ids
|
||||
}
|
||||
|
||||
func (i *Input) TouchPosition(id int) (x, y int) {
|
||||
i.m.RLock()
|
||||
found := false
|
||||
var p pos
|
||||
for tid, pos := range i.touches {
|
||||
if id == tid {
|
||||
p = pos
|
||||
found = true
|
||||
break
|
||||
}
|
||||
if !i.ui.isRunning() {
|
||||
return 0, 0
|
||||
}
|
||||
i.m.RUnlock()
|
||||
|
||||
var found bool
|
||||
var p pos
|
||||
_ = i.ui.t.Call(func() error {
|
||||
for tid, pos := range i.touches {
|
||||
if id == tid {
|
||||
p = pos
|
||||
found = true
|
||||
break
|
||||
}
|
||||
}
|
||||
return nil
|
||||
})
|
||||
if !found {
|
||||
return 0, 0
|
||||
}
|
||||
@ -149,56 +185,83 @@ func (i *Input) TouchPosition(id int) (x, y int) {
|
||||
}
|
||||
|
||||
func (i *Input) RuneBuffer() []rune {
|
||||
i.m.RLock()
|
||||
defer i.m.RUnlock()
|
||||
return i.runeBuffer
|
||||
if !i.ui.isRunning() {
|
||||
return nil
|
||||
}
|
||||
var r []rune
|
||||
_ = i.ui.t.Call(func() error {
|
||||
r = i.runeBuffer
|
||||
return nil
|
||||
})
|
||||
return r
|
||||
}
|
||||
|
||||
func (i *Input) ResetForFrame() {
|
||||
i.m.RLock()
|
||||
defer i.m.RUnlock()
|
||||
i.runeBuffer = i.runeBuffer[:0]
|
||||
i.scrollX, i.scrollY = 0, 0
|
||||
if !i.ui.isRunning() {
|
||||
return
|
||||
}
|
||||
_ = i.ui.t.Call(func() error {
|
||||
i.runeBuffer = i.runeBuffer[:0]
|
||||
i.scrollX, i.scrollY = 0, 0
|
||||
return nil
|
||||
})
|
||||
}
|
||||
|
||||
func (i *Input) IsKeyPressed(key driver.Key) bool {
|
||||
i.m.RLock()
|
||||
defer i.m.RUnlock()
|
||||
if i.keyPressed == nil {
|
||||
i.keyPressed = map[glfw.Key]bool{}
|
||||
if !i.ui.isRunning() {
|
||||
return false
|
||||
}
|
||||
for gk, k := range glfwKeyCodeToKey {
|
||||
if k != key {
|
||||
continue
|
||||
var r bool
|
||||
_ = i.ui.t.Call(func() error {
|
||||
if i.keyPressed == nil {
|
||||
i.keyPressed = map[glfw.Key]bool{}
|
||||
}
|
||||
if i.keyPressed[gk] {
|
||||
return true
|
||||
for gk, k := range glfwKeyCodeToKey {
|
||||
if k != key {
|
||||
continue
|
||||
}
|
||||
if i.keyPressed[gk] {
|
||||
r = true
|
||||
return nil
|
||||
}
|
||||
}
|
||||
}
|
||||
return false
|
||||
return nil
|
||||
})
|
||||
return r
|
||||
}
|
||||
|
||||
func (i *Input) IsMouseButtonPressed(button driver.MouseButton) bool {
|
||||
i.m.RLock()
|
||||
defer i.m.RUnlock()
|
||||
if i.mouseButtonPressed == nil {
|
||||
i.mouseButtonPressed = map[glfw.MouseButton]bool{}
|
||||
if !i.ui.isRunning() {
|
||||
return false
|
||||
}
|
||||
for gb, b := range glfwMouseButtonToMouseButton {
|
||||
if b != button {
|
||||
continue
|
||||
var r bool
|
||||
_ = i.ui.t.Call(func() error {
|
||||
if i.mouseButtonPressed == nil {
|
||||
i.mouseButtonPressed = map[glfw.MouseButton]bool{}
|
||||
}
|
||||
if i.mouseButtonPressed[gb] {
|
||||
return true
|
||||
for gb, b := range glfwMouseButtonToMouseButton {
|
||||
if b != button {
|
||||
continue
|
||||
}
|
||||
if i.mouseButtonPressed[gb] {
|
||||
r = true
|
||||
return nil
|
||||
}
|
||||
}
|
||||
}
|
||||
return false
|
||||
return nil
|
||||
})
|
||||
return r
|
||||
}
|
||||
|
||||
func (i *Input) Wheel() (xoff, yoff float64) {
|
||||
i.m.RLock()
|
||||
defer i.m.RUnlock()
|
||||
return i.scrollX, i.scrollY
|
||||
if !i.ui.isRunning() {
|
||||
return 0, 0
|
||||
}
|
||||
_ = i.ui.t.Call(func() error {
|
||||
xoff, yoff = i.scrollX, i.scrollY
|
||||
return nil
|
||||
})
|
||||
return
|
||||
}
|
||||
|
||||
var glfwMouseButtonToMouseButton = map[glfw.MouseButton]driver.MouseButton{
|
||||
@ -208,72 +271,70 @@ var glfwMouseButtonToMouseButton = map[glfw.MouseButton]driver.MouseButton{
|
||||
}
|
||||
|
||||
func (i *Input) appendRuneBuffer(char rune) {
|
||||
// As this function is called from GLFW callbacks, the current thread is main.
|
||||
if !unicode.IsPrint(char) {
|
||||
return
|
||||
}
|
||||
i.m.Lock()
|
||||
i.runeBuffer = append(i.runeBuffer, char)
|
||||
i.m.Unlock()
|
||||
}
|
||||
|
||||
func (i *Input) setWheel(xoff, yoff float64) {
|
||||
i.m.Lock()
|
||||
// As this function is called from GLFW callbacks, the current thread is main.
|
||||
i.scrollX = xoff
|
||||
i.scrollY = yoff
|
||||
i.m.Unlock()
|
||||
}
|
||||
|
||||
func (i *Input) update(window *glfw.Window) {
|
||||
i.m.Lock()
|
||||
defer i.m.Unlock()
|
||||
_ = i.ui.t.Call(func() error {
|
||||
i.onceCallback.Do(func() {
|
||||
window.SetCharModsCallback(func(w *glfw.Window, char rune, mods glfw.ModifierKey) {
|
||||
i.appendRuneBuffer(char)
|
||||
})
|
||||
window.SetScrollCallback(func(w *glfw.Window, xoff float64, yoff float64) {
|
||||
i.setWheel(xoff, yoff)
|
||||
})
|
||||
})
|
||||
if i.keyPressed == nil {
|
||||
i.keyPressed = map[glfw.Key]bool{}
|
||||
}
|
||||
for gk := range glfwKeyCodeToKey {
|
||||
i.keyPressed[gk] = window.GetKey(gk) == glfw.Press
|
||||
}
|
||||
if i.mouseButtonPressed == nil {
|
||||
i.mouseButtonPressed = map[glfw.MouseButton]bool{}
|
||||
}
|
||||
for gb := range glfwMouseButtonToMouseButton {
|
||||
i.mouseButtonPressed[gb] = window.GetMouseButton(gb) == glfw.Press
|
||||
}
|
||||
x, y := window.GetCursorPos()
|
||||
i.cursorX = int(i.ui.toDeviceIndependentPixel(x) / i.ui.getScale())
|
||||
i.cursorY = int(i.ui.toDeviceIndependentPixel(y) / i.ui.getScale())
|
||||
for id := glfw.Joystick(0); id < glfw.Joystick(len(i.gamepads)); id++ {
|
||||
i.gamepads[id].valid = false
|
||||
if !id.Present() {
|
||||
continue
|
||||
}
|
||||
i.gamepads[id].valid = true
|
||||
|
||||
i.onceCallback.Do(func() {
|
||||
window.SetCharModsCallback(func(w *glfw.Window, char rune, mods glfw.ModifierKey) {
|
||||
i.appendRuneBuffer(char)
|
||||
})
|
||||
window.SetScrollCallback(func(w *glfw.Window, xoff float64, yoff float64) {
|
||||
i.setWheel(xoff, yoff)
|
||||
})
|
||||
axes32 := id.GetAxes()
|
||||
i.gamepads[id].axisNum = len(axes32)
|
||||
for a := 0; a < len(i.gamepads[id].axes); a++ {
|
||||
if len(axes32) <= a {
|
||||
i.gamepads[id].axes[a] = 0
|
||||
continue
|
||||
}
|
||||
i.gamepads[id].axes[a] = float64(axes32[a])
|
||||
}
|
||||
buttons := id.GetButtons()
|
||||
i.gamepads[id].buttonNum = len(buttons)
|
||||
for b := 0; b < len(i.gamepads[id].buttonPressed); b++ {
|
||||
if len(buttons) <= b {
|
||||
i.gamepads[id].buttonPressed[b] = false
|
||||
continue
|
||||
}
|
||||
i.gamepads[id].buttonPressed[b] = glfw.Action(buttons[b]) == glfw.Press
|
||||
}
|
||||
}
|
||||
return nil
|
||||
})
|
||||
if i.keyPressed == nil {
|
||||
i.keyPressed = map[glfw.Key]bool{}
|
||||
}
|
||||
for gk := range glfwKeyCodeToKey {
|
||||
i.keyPressed[gk] = window.GetKey(gk) == glfw.Press
|
||||
}
|
||||
if i.mouseButtonPressed == nil {
|
||||
i.mouseButtonPressed = map[glfw.MouseButton]bool{}
|
||||
}
|
||||
for gb := range glfwMouseButtonToMouseButton {
|
||||
i.mouseButtonPressed[gb] = window.GetMouseButton(gb) == glfw.Press
|
||||
}
|
||||
x, y := window.GetCursorPos()
|
||||
i.cursorX = int(i.ui.toDeviceIndependentPixel(x) / i.ui.getScale())
|
||||
i.cursorY = int(i.ui.toDeviceIndependentPixel(y) / i.ui.getScale())
|
||||
for id := glfw.Joystick(0); id < glfw.Joystick(len(i.gamepads)); id++ {
|
||||
i.gamepads[id].valid = false
|
||||
if !id.Present() {
|
||||
continue
|
||||
}
|
||||
i.gamepads[id].valid = true
|
||||
|
||||
axes32 := id.GetAxes()
|
||||
i.gamepads[id].axisNum = len(axes32)
|
||||
for a := 0; a < len(i.gamepads[id].axes); a++ {
|
||||
if len(axes32) <= a {
|
||||
i.gamepads[id].axes[a] = 0
|
||||
continue
|
||||
}
|
||||
i.gamepads[id].axes[a] = float64(axes32[a])
|
||||
}
|
||||
buttons := id.GetButtons()
|
||||
i.gamepads[id].buttonNum = len(buttons)
|
||||
for b := 0; b < len(i.gamepads[id].buttonPressed); b++ {
|
||||
if len(buttons) <= b {
|
||||
i.gamepads[id].buttonPressed[b] = false
|
||||
continue
|
||||
}
|
||||
i.gamepads[id].buttonPressed[b] = glfw.Action(buttons[b]) == glfw.Press
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -845,9 +845,10 @@ func (u *UserInterface) update(context driver.UIContext) error {
|
||||
|
||||
_ = u.t.Call(func() error {
|
||||
glfw.PollEvents()
|
||||
|
||||
u.input.update(u.window)
|
||||
|
||||
return nil
|
||||
})
|
||||
u.input.update(u.window)
|
||||
_ = u.t.Call(func() error {
|
||||
defer hooks.ResumeAudio()
|
||||
|
||||
for !u.isRunnableInBackground() && u.window.GetAttrib(glfw.Focused) == 0 {
|
||||
|
Loading…
Reference in New Issue
Block a user