mobile/ebitenmobileview: Refactoring

This commit is contained in:
Hajime Hoshi 2020-02-11 22:14:41 +09:00
parent 9298b044e3
commit d0fce2a2db
2 changed files with 29 additions and 69 deletions

View File

@ -1,54 +0,0 @@
// Copyright 2019 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.
// +build android ios
package ebitenmobileview
import (
"sync"
"github.com/hajimehoshi/ebiten"
)
var theState state
type state struct {
game ebiten.Game
delayedLayout func()
errorCh <-chan error
// m is a mutex required for each function.
// For example, on Android, Update can be called from a different thread:
// https://developer.android.com/reference/android/opengl/GLSurfaceView.Renderer
m sync.Mutex
}
func SetGame(game ebiten.Game) {
theState.m.Lock()
defer theState.m.Unlock()
theState.game = game
if theState.delayedLayout != nil {
theState.delayedLayout()
theState.delayedLayout = nil
}
}
func (s *state) isRunning() bool {
return s.errorCh != nil
}

View File

@ -27,25 +27,42 @@ import "C"
import ( import (
"runtime" "runtime"
"sync"
"github.com/hajimehoshi/ebiten" "github.com/hajimehoshi/ebiten"
"github.com/hajimehoshi/ebiten/internal/uidriver/mobile" "github.com/hajimehoshi/ebiten/internal/uidriver/mobile"
) )
var theState state
type state struct {
game ebiten.Game
errorCh <-chan error
// m is a mutex required for each function.
// For example, on Android, Update can be called from a different thread:
// https://developer.android.com/reference/android/opengl/GLSurfaceView.Renderer
m sync.Mutex
}
func (s *state) isRunning() bool {
return s.game != nil && s.errorCh != nil
}
func SetGame(game ebiten.Game) {
theState.m.Lock()
defer theState.m.Unlock()
if theState.game != nil {
panic("ebitenmobileview: SetGame cannot be called twice or more")
}
theState.game = game
}
func Layout(viewWidth, viewHeight float64) { func Layout(viewWidth, viewHeight float64) {
theState.m.Lock() theState.m.Lock()
defer theState.m.Unlock() defer theState.m.Unlock()
layout(viewWidth, viewHeight)
}
func layout(viewWidth, viewHeight float64) {
if theState.game == nil {
// It is fine to override the existing function since only the last layout result matters.
theState.delayedLayout = func() {
layout(viewWidth, viewHeight)
}
return
}
mobile.Get().SetOutsideSize(viewWidth, viewHeight) mobile.Get().SetOutsideSize(viewWidth, viewHeight)
if !theState.isRunning() { if !theState.isRunning() {
@ -54,16 +71,13 @@ func layout(viewWidth, viewHeight float64) {
} }
func Update() error { func Update() error {
// Lock the OS thread since graphics functions (GL) must be called on this thread.
runtime.LockOSThread() runtime.LockOSThread()
defer runtime.UnlockOSThread() defer runtime.UnlockOSThread()
theState.m.Lock() theState.m.Lock()
defer theState.m.Unlock() defer theState.m.Unlock()
return update()
}
func update() error {
if !theState.isRunning() { if !theState.isRunning() {
// start is not called yet, but as update can be called from another thread, it is OK. Just ignore // start is not called yet, but as update can be called from another thread, it is OK. Just ignore
// this. // this.