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https://github.com/hajimehoshi/ebiten.git
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ui/mobile: Move 'DoWork' logic to ui/mobile package
This simplifies driver.Graphics interface, and will make it easy to use another graphics driver than OpenGL.
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@ -17,7 +17,6 @@
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package opengl
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import (
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stdcontext "context"
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"errors"
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"fmt"
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@ -70,28 +69,7 @@ const (
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)
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type contextImpl struct {
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gl mgl.Context
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worker mgl.Worker
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}
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// doWork consumes the queued GL tasks.
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//
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// doWork is called only on gomobile-bind.
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func (c *context) doWork(context stdcontext.Context) {
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if c.worker == nil {
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panic("opengl: worker must be initialized but not")
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}
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// TODO: Check this is called on the rendering thread
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workAvailable := c.worker.WorkAvailable()
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loop:
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for {
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select {
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case <-workAvailable:
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c.worker.DoWork()
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case <-context.Done():
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break loop
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}
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}
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gl mgl.Context
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}
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func (c *context) reset() error {
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@ -17,19 +17,9 @@
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package opengl
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import (
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stdcontext "context"
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"golang.org/x/mobile/gl"
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)
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func (d *Driver) DoWork(context stdcontext.Context) {
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d.context.doWork(context)
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}
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func (d *Driver) Init() {
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d.context.gl, d.context.worker = gl.NewContext()
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}
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func (d *Driver) InitWithContext(context gl.Context) {
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func (d *Driver) SetMobileGLContext(context gl.Context) {
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d.context.gl = context
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}
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@ -61,7 +61,25 @@ func (u *UserInterface) Render() {
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<-renderEndCh
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cancel()
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}()
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opengl.Get().DoWork(ctx)
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if u.graphics.IsGL() {
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if u.glWorker == nil {
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panic("mobile: glWorker must be initialized but not")
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}
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workAvailable := u.glWorker.WorkAvailable()
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loop:
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for {
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select {
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case <-workAvailable:
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u.glWorker.DoWork()
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case <-ctx.Done():
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break loop
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}
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}
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return
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}
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// TODO: Create and run the thread loop like the GLFW driver does.
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}
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type UserInterface struct {
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@ -75,8 +93,12 @@ type UserInterface struct {
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fullscreenWidthPx int
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fullscreenHeightPx int
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graphics driver.Graphics
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input Input
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glWorker gl.Worker
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m sync.RWMutex
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}
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@ -171,23 +193,23 @@ func (u *UserInterface) RunWithoutMainLoop(width, height int, scale float64, tit
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}
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func (u *UserInterface) run(width, height int, scale float64, title string, context driver.UIContext, graphics driver.Graphics, mainloop bool) error {
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if graphics != opengl.Get() {
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panic("ui: graphics driver must be OpenGL")
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}
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u.m.Lock()
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u.width = width
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u.height = height
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u.scale = scale
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u.sizeChanged = true
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u.graphics = graphics
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u.m.Unlock()
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// title is ignored?
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if mainloop {
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ctx := <-glContextCh
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opengl.Get().InitWithContext(ctx)
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} else {
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opengl.Get().Init()
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if graphics.IsGL() {
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var ctx gl.Context
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if mainloop {
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ctx = <-glContextCh
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} else {
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ctx, u.glWorker = gl.NewContext()
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}
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graphics.(*opengl.Driver).SetMobileGLContext(ctx)
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}
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// Force to set the screen size
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