mobile/ebitenmobileview: Add EbitenViewController for iOS

This is still work in progress.

Updates #863
This commit is contained in:
Hajime Hoshi 2019-08-11 22:18:12 +09:00
parent ccacc4a0b8
commit e6e0e61215
7 changed files with 471 additions and 204 deletions

154
mobile/compat.go Normal file
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// Copyright 2016 Hajime Hoshi
//
// 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.
package mobile
import (
"math"
"github.com/hajimehoshi/ebiten"
"github.com/hajimehoshi/ebiten/mobile/ebitenmobileview"
)
type game struct {
update func(*ebiten.Image) error
width int
height int
}
func (g *game) Update(screen *ebiten.Image) error {
return g.update(screen)
}
func (g *game) Layout(viewWidth, viewHeight int) (screenWidth, screenHeight int) {
return g.width, g.height
}
// Start starts the game and returns immediately.
//
// Different from ebiten.Run, this invokes only the game loop and not the main (UI) loop.
//
// The unit of width/height is device-independent pixel (dp on Android and point on iOS).
//
// Start is concurrent-safe.
//
// The argument title is ignored. This is for backward compatibility.
//
// Start always returns nil as of 1.5.0-alpha.
func Start(f func(*ebiten.Image) error, width, height int, scale float64, title string) error {
ebitenmobileview.SetGame(&game{
update: f,
width: width,
height: height,
})
// As the view layout is already determined, ignore the layout calculation at ebitenmobileview.
w := int(math.Ceil((float64(width) * scale)))
h := int(math.Ceil((float64(height) * scale)))
ebitenmobileview.Layout(w, h, nil)
return nil
}
// Update updates and renders the game.
// This should be called on every frame.
//
// If Update is called before Start is called, Update panics.
//
// On Android, this should be called at onDrawFrame of Renderer (used by GLSurfaceView).
//
// On iOS, this should be called at glkView:drawInRect: of GLKViewDelegate.
//
// Update is concurrent-safe.
//
// Update returns error when 1) OpenGL error happens, or 2) f in Start returns error samely as ebiten.Run.
func Update() error {
return ebitenmobileview.Update()
}
// UpdateTouchesOnAndroid updates the touch state on Android.
//
// This should be called with onTouchEvent of GLSurfaceView like this:
//
// private double mDeviceScale = 0.0;
//
// // pxToDp converts an value in pixels to dp.
// private double pxToDp(double x) {
// if (mDeviceScale == 0.0) {
// mDeviceScale = getResources().getDisplayMetrics().density;
// }
// return x / mDeviceScale;
// }
//
// @Override
// public boolean onTouchEvent(MotionEvent e) {
// for (int i = 0; i < e.getPointerCount(); i++) {
// int id = e.getPointerId(i);
// int x = (int)e.getX(i);
// int y = (int)e.getY(i);
// // Exported function for UpdateTouchesOnAndroid
// YourGame.UpdateTouchesOnAndroid(e.getActionMasked(), id, (int)pxToDp(x), (int)pxToDp(y));
// }
// return true;
// }
//
// The coodinate x/y is in dp.
//
// UpdateTouchesOnAndroid can be called even before Start is called.
//
// UpdateTouchesOnAndroid is concurrent-safe.
//
// For more details, see https://github.com/hajimehoshi/ebiten/wiki/Android.
func UpdateTouchesOnAndroid(action int, id int, x, y int) {
ebitenmobileview.UpdateTouchesOnAndroid(action, id, x, y)
}
// UpdateTouchesOnIOS updates the touch state on iOS.
//
// This should be called with touch handlers of UIViewController like this:
//
// - (GLKView*)glkView {
// return (GLKView*)[self.view viewWithTag:100];
// }
// - (void)updateTouches:(NSSet*)touches {
// for (UITouch* touch in touches) {
// if (touch.view != [self glkView]) {
// continue;
// }
// CGPoint location = [touch locationInView: [self glkView]];
// // Exported function for UpdateTouchesOnIOS
// YourGameUpdateTouchesOnIOS(touch.phase, (int64_t)touch, location.x, location.y);
// }
// }
// - (void)touchesBegan:(NSSet*)touches withEvent:(UIEvent*)event {
// [self updateTouches:touches];
// }
// - (void)touchesMoved:(NSSet*)touches withEvent:(UIEvent*)event {
// [self updateTouches:touches];
// }
// - (void)touchesEnded:(NSSet*)touches withEvent:(UIEvent*)event {
// [self updateTouches:touches];
// }
// - (void)touchesCancelled:(NSSet*)touches withEvent:(UIEvent*)event {
// [self updateTouches:touches];
// }
//
// The coodinate x/y is in point.
//
// UpdateTouchesOnIOS can be called even before Start is called.
//
// UpdateTouchesOnIOS is concurrent-safe.
//
// For more details, see https://github.com/hajimehoshi/ebiten/wiki/iOS.
func UpdateTouchesOnIOS(phase int, ptr int64, x, y int) {
ebitenmobileview.UpdateTouchesOnIOS(phase, ptr, x, y)
}

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// 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.
package ebitenmobileview
// #cgo ios LDFLAGS: -framework UIKit -framework GLKit -framework QuartzCore -framework OpenGLES
//
// #include <stdint.h>
import "C"
import (
"math"
"runtime"
"sync"
"github.com/hajimehoshi/ebiten"
)
var theState state
// game is not exported since gomobile complains.
// TODO: Report this error.
type game interface {
Update(*ebiten.Image) error
Layout(viewWidth, viewHeight int) (screenWidth, screenHeight int)
}
type state struct {
game game
running bool
// 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 game) {
theState.m.Lock()
defer theState.m.Unlock()
theState.game = game
}
//export ebitenLayout
func ebitenLayout(viewWidth, viewHeight C.int, x, y, width, height *C.int) {
theState.m.Lock()
defer theState.m.Unlock()
if theState.game == nil {
panic("ebitenmobileview: SetGame must be called before ebitenLayout")
}
w, h := theState.game.Layout(int(viewWidth), int(viewHeight))
scaleX := float64(viewWidth) / float64(w)
scaleY := float64(viewHeight) / float64(h)
scale := math.Min(scaleX, scaleY)
*width = C.int(math.Ceil(float64(w) * scale))
*height = C.int(math.Ceil(float64(h) * scale))
*x = (viewWidth - *width) / 2
*y = (viewHeight - *height) / 2
if !theState.running {
start(theState.game.Update, w, h, scale)
theState.running = true
}
// TODO: call SetScreenSize
}
//export ebitenUpdate
func ebitenUpdate() *C.char {
runtime.LockOSThread()
defer runtime.UnlockOSThread()
theState.m.Lock()
defer theState.m.Unlock()
if err := update(); err != nil {
// TODO: When to free cstr?
cstr := C.CString(err.Error())
return cstr
}
return nil
}
//export ebitenUpdateTouchesOnIOS
func ebitenUpdateTouchesOnIOS(phase C.int, ptr C.uintptr_t, x, y C.int) {
theState.m.Lock()
defer theState.m.Unlock()
updateTouchesOnIOSImpl(int(phase), int64(ptr), int(x), int(y))
}
//export ebitenUpdateTouchesOnAndroid
func ebitenUpdateTouchesOnAndroid(action C.int, id C.int, x, y C.int) {
theState.m.Lock()
defer theState.m.Unlock()
updateTouchesOnAndroid(int(action), int(id), int(x), int(y))
}

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// Copyright 2016 Hajime Hoshi
//
// 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.
// Package ebitenmobileview offers functions for OpenGL/Metal view of mobiles.
//
// The functions are not intended for public usages.
// There is no guarantee of backward compatibility.
package ebitenmobileview
// #include <stdint.h>
import "C"
import (
"runtime"
)
type ViewRectSetter interface {
SetViewRect(x, y, width, height int)
}
func Layout(viewWidth, viewHeight int, viewRectSetter ViewRectSetter) {
var x, y, width, height C.int
ebitenLayout(C.int(viewWidth), C.int(viewHeight), &x, &y, &width, &height)
if viewRectSetter != nil {
viewRectSetter.SetViewRect(int(x), int(y), int(width), int(height))
}
}
func Update() error {
runtime.LockOSThread()
defer runtime.UnlockOSThread()
theState.m.Lock()
defer theState.m.Unlock()
return update()
}
func UpdateTouchesOnAndroid(action int, id int, x, y int) {
ebitenUpdateTouchesOnAndroid((C.int)(action), (C.int)(id), (C.int)(x), (C.int)(y))
}
func UpdateTouchesOnIOS(phase int, ptr int64, x, y int) {
ebitenUpdateTouchesOnIOS((C.int)(phase), (C.uintptr_t)(ptr), (C.int)(x), (C.int)(y))
}

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// Copyright 2016 Hajime Hoshi
//
// 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.
// Package ebitenmobileview offers functions for OpenGL/Metal view of mobiles.
//
// The functions are not intended for public usages.
// There is no guarantee of backward compatibility.
package ebitenmobileview
import (
"runtime"
"sync"
"github.com/hajimehoshi/ebiten"
)
var theState state
type state struct {
updateFunc func(*ebiten.Image) error
screenWidth int
screenHeight int
// 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 Run(scale float64) {
theState.m.Lock()
defer theState.m.Unlock()
if theState.updateFunc == nil {
panic("ebitenmobileview: SetUpdateFunc must be called before Run")
}
start(theState.updateFunc, theState.screenWidth, theState.screenHeight, scale)
}
func Update() error {
runtime.LockOSThread()
defer runtime.UnlockOSThread()
theState.m.Lock()
defer theState.m.Unlock()
return update()
}
func UpdateTouchesOnAndroid(action int, id int, x, y int) {
theState.m.Lock()
defer theState.m.Unlock()
updateTouchesOnAndroid(action, id, x, y)
}
func UpdateTouchesOnIOS(phase int, ptr int64, x, y int) {
theState.m.Lock()
defer theState.m.Unlock()
updateTouchesOnIOSImpl(phase, ptr, x, y)
}
func ScreenWidth() int {
theState.m.Lock()
defer theState.m.Unlock()
return theState.screenWidth
}
func ScreenHeight() int {
theState.m.Lock()
defer theState.m.Unlock()
return theState.screenHeight
}
func Set(updateFunc func(*ebiten.Image) error, screenWidth, screenHeight int) {
theState.m.Lock()
defer theState.m.Unlock()
theState.updateFunc = updateFunc
theState.screenWidth = screenWidth
theState.screenHeight = screenHeight
}

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// 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 ios
// TODO: Embed this header file to .framework by an original command.
#import <UIKit/UIKit.h>
@interface EbitenViewController : UIViewController
@end

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// 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 ios
#import <UIKit/UIKit.h>
#import <GLKit/GLkit.h>
#import "ebitenviewcontroller_ios.h"
#include "_cgo_export.h"
@implementation EbitenViewController {
GLKView* glkView_;
}
- (GLKView*)glkView {
if (!glkView_) {
glkView_ = [[GLKView alloc] init];
glkView_.multipleTouchEnabled = YES;
}
return glkView_;
}
- (void)viewDidLoad {
[super viewDidLoad];
self.glkView.delegate = (id<GLKViewDelegate>)(self);
[self.view addSubview: self.glkView];
EAGLContext *context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
[self glkView].context = context;
[EAGLContext setCurrentContext:context];
CADisplayLink *displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(drawFrame)];
[displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
}
- (void)viewDidLayoutSubviews {
[super viewDidLayoutSubviews];
CGRect viewRect = [[self view] frame];
int x, y, width, height;
ebitenLayout(viewRect.size.width, viewRect.size.height, &x, &y, &width, &height);
CGRect glkViewRect = CGRectMake(x, y, width, height);
[[self glkView] setFrame:glkViewRect];
}
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
// TODO: Notify this to Go world?
}
- (void)drawFrame{
[[self glkView] setNeedsDisplay];
}
- (void)glkView:(GLKView*)view drawInRect:(CGRect)rect {
const char* err = ebitenUpdate();
if (err != nil) {
NSLog(@"Error: %s", err);
}
}
- (void)updateTouches:(NSSet*)touches {
for (UITouch* touch in touches) {
if (touch.view != [self glkView]) {
continue;
}
CGPoint location = [touch locationInView:touch.view];
ebitenUpdateTouchesOnIOS(touch.phase, (uintptr_t)touch, location.x, location.y);
}
}
- (void)touchesBegan:(NSSet*)touches withEvent:(UIEvent*)event {
[self updateTouches:touches];
}
- (void)touchesMoved:(NSSet*)touches withEvent:(UIEvent*)event {
[self updateTouches:touches];
}
- (void)touchesEnded:(NSSet*)touches withEvent:(UIEvent*)event {
[self updateTouches:touches];
}
- (void)touchesCancelled:(NSSet*)touches withEvent:(UIEvent*)event {
[self updateTouches:touches];
}
@end

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// Copyright 2016 Hajime Hoshi
// 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.
@ -25,117 +25,28 @@ import (
"github.com/hajimehoshi/ebiten/mobile/ebitenmobileview"
)
// Start starts the game and returns immediately.
// Game defines a necessary function for a mobile game.
type Game interface {
// Update updates a game by one frame.
Update(*ebiten.Image) error
// Layout accepts a native view size in DP (device-independent pixels) and returns the game's logical screen
// size.
//
// Different from ebiten.Run, this invokes only the game loop and not the main (UI) loop.
// The screen scale is automatically adjusted to fit the view.
//
// The unit of width/height is device-independent pixel (dp on Android and point on iOS).
// Layout is called at an initialization and whenever the view size is changed.
//
// Start is concurrent-safe.
//
// The argument title is ignored. This is for backward compatibility.
//
// Start always returns nil as of 1.5.0-alpha.
func Start(f func(*ebiten.Image) error, width, height int, scale float64, title string) error {
ebitenmobileview.Set(f, width, height)
ebitenmobileview.Run(scale)
return nil
// You can return a fixed screen size if you don't care, or you can also return a calculated screen size
// adjusted with the given view size.
Layout(viewWidth, viewHeight int) (screenWidth, screenHeight int)
}
// Update updates and renders the game.
// This should be called on every frame.
// SetGame sets a mobile game.
//
// If Update is called before Start is called, Update panics.
// SetGame is epxected to be called only once.
//
// On Android, this should be called at onDrawFrame of Renderer (used by GLSurfaceView).
//
// On iOS, this should be called at glkView:drawInRect: of GLKViewDelegate.
//
// Update is concurrent-safe.
//
// Update returns error when 1) OpenGL error happens, or 2) f in Start returns error samely as ebiten.Run.
func Update() error {
return ebitenmobileview.Update()
}
// UpdateTouchesOnAndroid updates the touch state on Android.
//
// This should be called with onTouchEvent of GLSurfaceView like this:
//
// private double mDeviceScale = 0.0;
//
// // pxToDp converts an value in pixels to dp.
// private double pxToDp(double x) {
// if (mDeviceScale == 0.0) {
// mDeviceScale = getResources().getDisplayMetrics().density;
// }
// return x / mDeviceScale;
// }
//
// @Override
// public boolean onTouchEvent(MotionEvent e) {
// for (int i = 0; i < e.getPointerCount(); i++) {
// int id = e.getPointerId(i);
// int x = (int)e.getX(i);
// int y = (int)e.getY(i);
// // Exported function for UpdateTouchesOnAndroid
// YourGame.UpdateTouchesOnAndroid(e.getActionMasked(), id, (int)pxToDp(x), (int)pxToDp(y));
// }
// return true;
// }
//
// The coodinate x/y is in dp.
//
// UpdateTouchesOnAndroid can be called even before Start is called.
//
// UpdateTouchesOnAndroid is concurrent-safe.
//
// For more details, see https://github.com/hajimehoshi/ebiten/wiki/Android.
func UpdateTouchesOnAndroid(action int, id int, x, y int) {
ebitenmobileview.UpdateTouchesOnAndroid(action, id, x, y)
}
// UpdateTouchesOnIOS updates the touch state on iOS.
//
// This should be called with touch handlers of UIViewController like this:
//
// - (GLKView*)glkView {
// return (GLKView*)[self.view viewWithTag:100];
// }
// - (void)updateTouches:(NSSet*)touches {
// for (UITouch* touch in touches) {
// if (touch.view != [self glkView]) {
// continue;
// }
// CGPoint location = [touch locationInView: [self glkView]];
// // Exported function for UpdateTouchesOnIOS
// YourGameUpdateTouchesOnIOS(touch.phase, (int64_t)touch, location.x, location.y);
// }
// }
// - (void)touchesBegan:(NSSet*)touches withEvent:(UIEvent*)event {
// [self updateTouches:touches];
// }
// - (void)touchesMoved:(NSSet*)touches withEvent:(UIEvent*)event {
// [self updateTouches:touches];
// }
// - (void)touchesEnded:(NSSet*)touches withEvent:(UIEvent*)event {
// [self updateTouches:touches];
// }
// - (void)touchesCancelled:(NSSet*)touches withEvent:(UIEvent*)event {
// [self updateTouches:touches];
// }
//
// The coodinate x/y is in point.
//
// UpdateTouchesOnIOS can be called even before Start is called.
//
// UpdateTouchesOnIOS is concurrent-safe.
//
// For more details, see https://github.com/hajimehoshi/ebiten/wiki/iOS.
func UpdateTouchesOnIOS(phase int, ptr int64, x, y int) {
ebitenmobileview.UpdateTouchesOnIOS(phase, ptr, x, y)
}
func Set(updateFunc func(*ebiten.Image) error, screenWidth, screenHeight int) {
ebitenmobileview.Set(updateFunc, screenWidth, screenHeight)
// SetGame is expected to be called at initialization phase like an init function.
func SetGame(game Game) {
ebitenmobileview.SetGame(game)
}