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mobile/ebitenmobileview: Refactoring
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@ -1,54 +0,0 @@
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// Copyright 2019 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// +build android ios
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package ebitenmobileview
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import (
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"sync"
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"github.com/hajimehoshi/ebiten"
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)
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var theState state
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type state struct {
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game ebiten.Game
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delayedLayout func()
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errorCh <-chan error
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// m is a mutex required for each function.
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// For example, on Android, Update can be called from a different thread:
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// https://developer.android.com/reference/android/opengl/GLSurfaceView.Renderer
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m sync.Mutex
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}
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func SetGame(game ebiten.Game) {
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theState.m.Lock()
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defer theState.m.Unlock()
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theState.game = game
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if theState.delayedLayout != nil {
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theState.delayedLayout()
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theState.delayedLayout = nil
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}
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}
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func (s *state) isRunning() bool {
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return s.errorCh != nil
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}
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@ -27,25 +27,42 @@ import "C"
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import (
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"runtime"
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"sync"
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"github.com/hajimehoshi/ebiten"
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"github.com/hajimehoshi/ebiten/internal/uidriver/mobile"
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)
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var theState state
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type state struct {
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game ebiten.Game
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errorCh <-chan error
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// m is a mutex required for each function.
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// For example, on Android, Update can be called from a different thread:
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// https://developer.android.com/reference/android/opengl/GLSurfaceView.Renderer
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m sync.Mutex
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}
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func (s *state) isRunning() bool {
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return s.game != nil && s.errorCh != nil
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}
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func SetGame(game ebiten.Game) {
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theState.m.Lock()
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defer theState.m.Unlock()
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if theState.game != nil {
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panic("ebitenmobileview: SetGame cannot be called twice or more")
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}
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theState.game = game
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}
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func Layout(viewWidth, viewHeight float64) {
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theState.m.Lock()
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defer theState.m.Unlock()
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layout(viewWidth, viewHeight)
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}
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func layout(viewWidth, viewHeight float64) {
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if theState.game == nil {
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// It is fine to override the existing function since only the last layout result matters.
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theState.delayedLayout = func() {
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layout(viewWidth, viewHeight)
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}
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return
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}
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mobile.Get().SetOutsideSize(viewWidth, viewHeight)
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if !theState.isRunning() {
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@ -54,16 +71,13 @@ func layout(viewWidth, viewHeight float64) {
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}
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func Update() error {
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// Lock the OS thread since graphics functions (GL) must be called on this thread.
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runtime.LockOSThread()
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defer runtime.UnlockOSThread()
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theState.m.Lock()
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defer theState.m.Unlock()
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return update()
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}
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func update() error {
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if !theState.isRunning() {
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// start is not called yet, but as update can be called from another thread, it is OK. Just ignore
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// this.
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