Move ui_*.go back to internal/ui again

This commit is contained in:
Hajime Hoshi 2015-01-27 22:02:23 +09:00
parent a1aed91cf9
commit 3964944deb
9 changed files with 123 additions and 68 deletions

View File

@ -15,12 +15,24 @@
package ebiten
import (
"github.com/hajimehoshi/ebiten/internal/audio"
"github.com/hajimehoshi/ebiten/internal/graphics"
"github.com/hajimehoshi/ebiten/internal/graphics/internal/opengl"
"github.com/hajimehoshi/ebiten/internal/ui"
"image"
)
var glContext *opengl.Context
func init() {
ui.Init()
ui.ExecOnUIThread(func() {
glContext = opengl.NewContext()
})
audio.Init()
audio.Start()
}
// IsKeyPressed returns a boolean indicating whether key is pressed.
func IsKeyPressed(key Key) bool {
return ui.IsKeyPressed(ui.Key(key))

View File

@ -17,8 +17,15 @@ package ebiten
import (
"github.com/hajimehoshi/ebiten/internal/graphics"
"github.com/hajimehoshi/ebiten/internal/graphics/internal/opengl"
"github.com/hajimehoshi/ebiten/internal/ui"
)
func useGLContext(f func(*opengl.Context)) {
ui.ExecOnUIThread(func() {
f(glContext)
})
}
func newGraphicsContext(c *opengl.Context, screenWidth, screenHeight, screenScale int) (*graphicsContext, error) {
f, err := graphics.NewZeroFramebuffer(c, screenWidth*screenScale, screenHeight*screenScale)
if err != nil {

View File

@ -50,6 +50,11 @@ func audioProcess(channel int) func(e js.Object) {
}
func initialize() {
// Do nothing in node.js.
if js.Global.Get("require") != js.Undefined {
return
}
context = js.Global.Get("AudioContext").New()
// TODO: ScriptProcessorNode will be replaced with Audio WebWorker.
// https://developer.mozilla.org/ja/docs/Web/API/ScriptProcessorNode

View File

@ -40,6 +40,7 @@ func toBytes(l, r []int16) []byte {
}
func initialize() {
// Creating OpenAL device must be done after initializing UI. I'm not sure the reason.
ch := make(chan struct{})
go func() {
runtime.LockOSThread()

View File

@ -66,7 +66,27 @@ type context struct {
var lastFramebuffer Framebuffer
func NewContext(gl *webgl.Context) *Context {
func NewContext() *Context {
var gl *webgl.Context
if js.Global.Get("require") == js.Undefined {
// TODO: Define id?
canvas := js.Global.Get("document").Call("querySelector", "canvas")
var err error
gl, err = webgl.NewContext(canvas, &webgl.ContextAttributes{
Alpha: true,
PremultipliedAlpha: true,
})
if err != nil {
panic(err)
}
} else {
// Use headless-gl for testing.
nodeGl := js.Global.Call("require", "gl")
webglContext := nodeGl.Call("createContext", 16, 16)
gl = &webgl.Context{Object: webglContext}
}
c := &Context{
Nearest: Filter(gl.NEAREST),
Linear: Filter(gl.LINEAR),

View File

@ -21,7 +21,7 @@ import (
"math"
)
func UpdateInput(window *glfw.Window, scale int) error {
func updateInput(window *glfw.Window, scale int) error {
return currentInput.update(window, scale)
}

View File

@ -14,30 +14,18 @@
// +build !js
package ebiten
package ui
import (
"fmt"
glfw "github.com/go-gl/glfw3"
"github.com/hajimehoshi/ebiten/internal/audio"
"github.com/hajimehoshi/ebiten/internal/graphics/internal/opengl"
"github.com/hajimehoshi/ebiten/internal/ui"
"runtime"
"time"
)
var currentUI *userInterface
func useGLContext(f func(*opengl.Context)) {
ch := make(chan struct{})
currentUI.funcs <- func() {
defer close(ch)
f(currentUI.glContext)
}
<-ch
}
func init() {
func Init() {
runtime.LockOSThread()
glfw.SetErrorCallback(func(err glfw.ErrorCode, desc string) {
@ -61,23 +49,48 @@ func init() {
go func() {
runtime.LockOSThread()
u.window.MakeContextCurrent()
u.glContext = opengl.NewContext()
glfw.SwapInterval(1)
for f := range u.funcs {
f()
}
}()
audio.Init()
currentUI = u
}
func ExecOnUIThread(f func()) {
ch := make(chan struct{})
currentUI.funcs <- func() {
defer close(ch)
f()
}
<-ch
}
func Start(width, height, scale int, title string) (actualScale int, err error) {
return currentUI.start(width, height, scale, title)
}
func Terminate() {
currentUI.terminate()
}
func DoEvents() error {
return currentUI.doEvents()
}
func IsClosed() bool {
return currentUI.isClosed()
}
func SwapBuffers() {
currentUI.swapBuffers()
}
type userInterface struct {
window *glfw.Window
scale int
glContext *opengl.Context
funcs chan func()
window *glfw.Window
scale int
funcs chan func()
}
func (u *userInterface) start(width, height, scale int, title string) (actualScale int, err error) {
@ -122,14 +135,12 @@ func (u *userInterface) start(width, height, scale int, title string) (actualSca
windowWidth, _ := window.GetFramebufferSize()
actualScale = windowWidth / width
audio.Start()
return actualScale, nil
}
func (u *userInterface) pollEvents() error {
glfw.PollEvents()
return ui.UpdateInput(u.window, u.scale)
return updateInput(u.window, u.scale)
}
func (u *userInterface) doEvents() error {

View File

@ -14,19 +14,38 @@
// +build js
package ebiten
package ui
import (
"github.com/gopherjs/gopherjs/js"
"github.com/gopherjs/webgl"
"github.com/hajimehoshi/ebiten/internal/audio"
"github.com/hajimehoshi/ebiten/internal/graphics/internal/opengl"
"github.com/hajimehoshi/ebiten/internal/ui"
"strconv"
)
func ExecOnUIThread(f func()) {
f()
}
func Start(width, height, scale int, title string) (actualScale int, err error) {
return currentUI.start(width, height, scale, title)
}
func Terminate() {
currentUI.terminate()
}
func DoEvents() error {
return currentUI.doEvents()
}
func IsClosed() bool {
return currentUI.isClosed()
}
func SwapBuffers() {
currentUI.swapBuffers()
}
var canvas js.Object
var context *opengl.Context
type userInterface struct{}
@ -38,10 +57,6 @@ func shown() bool {
return !js.Global.Get("document").Get("hidden").Bool()
}
func useGLContext(f func(*opengl.Context)) {
f(context)
}
func vsync() {
ch := make(chan struct{})
// TODO: In iOS8, this is called at every 1/30[sec] frame.
@ -57,7 +72,7 @@ func (*userInterface) doEvents() error {
for !shown() {
vsync()
}
ui.CurrentInput().UpdateGamepads()
currentInput.UpdateGamepads()
return nil
}
@ -73,12 +88,9 @@ func (*userInterface) swapBuffers() {
// Do nothing.
}
func init() {
func Init() {
// Do nothing in node.js.
if js.Global.Get("require") != js.Undefined {
// Use headless-gl for testing.
nodeGl := js.Global.Call("require", "gl")
webglContext := nodeGl.Call("createContext", 16, 16)
context = opengl.NewContext(&webgl.Context{Object: webglContext})
return
}
@ -115,15 +127,6 @@ func init() {
canvasStyle := canvas.Get("style")
canvasStyle.Set("position", "absolute")
webglContext, err := webgl.NewContext(canvas, &webgl.ContextAttributes{
Alpha: true,
PremultipliedAlpha: true,
})
if err != nil {
panic(err)
}
context = opengl.NewContext(webglContext)
// Make the canvas focusable.
canvas.Call("setAttribute", "tabindex", 1)
canvas.Get("style").Set("outline", "none")
@ -132,25 +135,25 @@ func init() {
canvas.Call("addEventListener", "keydown", func(e js.Object) {
e.Call("preventDefault")
code := e.Get("keyCode").Int()
ui.CurrentInput().KeyDown(code)
currentInput.KeyDown(code)
})
canvas.Call("addEventListener", "keyup", func(e js.Object) {
e.Call("preventDefault")
code := e.Get("keyCode").Int()
ui.CurrentInput().KeyUp(code)
currentInput.KeyUp(code)
})
// Mouse
canvas.Call("addEventListener", "mousedown", func(e js.Object) {
e.Call("preventDefault")
button := e.Get("button").Int()
ui.CurrentInput().MouseDown(button)
currentInput.MouseDown(button)
setMouseCursorFromEvent(e)
})
canvas.Call("addEventListener", "mouseup", func(e js.Object) {
e.Call("preventDefault")
button := e.Get("button").Int()
ui.CurrentInput().MouseUp(button)
currentInput.MouseUp(button)
setMouseCursorFromEvent(e)
})
canvas.Call("addEventListener", "mousemove", func(e js.Object) {
@ -165,14 +168,14 @@ func init() {
// TODO: Need to create indimendent touch functions?
canvas.Call("addEventListener", "touchstart", func(e js.Object) {
e.Call("preventDefault")
ui.CurrentInput().MouseDown(0)
currentInput.MouseDown(0)
touches := e.Get("changedTouches")
touch := touches.Index(0)
setMouseCursorFromEvent(touch)
})
canvas.Call("addEventListener", "touchend", func(e js.Object) {
e.Call("preventDefault")
ui.CurrentInput().MouseUp(0)
currentInput.MouseUp(0)
touches := e.Get("changedTouches")
touch := touches.Index(0)
setMouseCursorFromEvent(touch)
@ -188,8 +191,6 @@ func init() {
window.Call("addEventListener", "gamepadconnected", func(e js.Object) {
// Do nothing.
})
audio.Init()
}
func setMouseCursorFromEvent(e js.Object) {
@ -198,7 +199,7 @@ func setMouseCursorFromEvent(e js.Object) {
x, y := e.Get("clientX").Int(), e.Get("clientY").Int()
x -= rect.Get("left").Int()
y -= rect.Get("top").Int()
ui.CurrentInput().SetMouseCursor(x/scale, y/scale)
currentInput.SetMouseCursor(x/scale, y/scale)
}
func devicePixelRatio() int {
@ -229,7 +230,5 @@ func (*userInterface) start(width, height, scale int, title string) (actualScale
canvas.Call("focus")
audio.Start()
return actualScale, nil
}

12
run.go
View File

@ -17,6 +17,7 @@ package ebiten
import (
"github.com/hajimehoshi/ebiten/internal/audio"
"github.com/hajimehoshi/ebiten/internal/graphics/internal/opengl"
"github.com/hajimehoshi/ebiten/internal/ui"
"time"
)
@ -37,12 +38,11 @@ func CurrentFPS() float64 {
// but this is not strictly guaranteed.
// If you need to care about time, you need to check current time every time f is called.
func Run(f func(*Image) error, width, height, scale int, title string) error {
ui := currentUI
actualScale, err := ui.start(width, height, scale, title)
actualScale, err := ui.Start(width, height, scale, title)
if err != nil {
return err
}
defer ui.terminate()
defer ui.Terminate()
var graphicsContext *graphicsContext
useGLContext(func(c *opengl.Context) {
@ -55,10 +55,10 @@ func Run(f func(*Image) error, width, height, scale int, title string) error {
frames := 0
t := time.Now().UnixNano()
for {
if err := ui.doEvents(); err != nil {
if err := ui.DoEvents(); err != nil {
return err
}
if ui.isClosed() {
if ui.IsClosed() {
return nil
}
if err := graphicsContext.preUpdate(); err != nil {
@ -72,7 +72,7 @@ func Run(f func(*Image) error, width, height, scale int, title string) error {
}
// TODO: I'm not sure this is 'Update'. Is 'Tick' better?
audio.Update()
ui.swapBuffers()
ui.SwapBuffers()
if err != nil {
return err
}