// 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. // +build android ios package ui import ( "errors" "image" "runtime" "sync" "time" "golang.org/x/mobile/app" "golang.org/x/mobile/event/lifecycle" "golang.org/x/mobile/event/paint" "golang.org/x/mobile/event/size" "golang.org/x/mobile/event/touch" "golang.org/x/mobile/gl" "github.com/hajimehoshi/ebiten/internal/devicescale" "github.com/hajimehoshi/ebiten/internal/hooks" "github.com/hajimehoshi/ebiten/internal/input" "github.com/hajimehoshi/ebiten/internal/opengl" ) var ( glContextCh = make(chan gl.Context) renderCh = make(chan struct{}) renderChEnd = make(chan struct{}) currentUI = &userInterface{} ) func Render(chError <-chan error) error { runtime.LockOSThread() defer runtime.UnlockOSThread() if chError == nil { return errors.New("ui: chError must not be nil") } // TODO: Check this is called on the rendering thread select { case renderCh <- struct{}{}: return opengl.GetContext().DoWork(chError, renderChEnd) case <-time.After(500 * time.Millisecond): // This function must not be blocked. We need to break for timeout. return nil } } type userInterface struct { width int height int scale float64 sizeChanged bool // Used for gomobile-build fullscreenScale float64 fullscreenWidthPx int fullscreenHeightPx int m sync.RWMutex } var ( deviceScaleVal float64 deviceScaleM sync.Mutex ) func getDeviceScale() float64 { deviceScaleM.Lock() defer deviceScaleM.Unlock() if deviceScaleVal == 0 { deviceScaleVal = devicescale.Get() } return deviceScaleVal } // appMain is the main routine for gomobile-build mode. func appMain(a app.App) { var glctx gl.Context touches := map[touch.Sequence]*input.Touch{} for e := range a.Events() { switch e := a.Filter(e).(type) { case lifecycle.Event: switch e.Crosses(lifecycle.StageVisible) { case lifecycle.CrossOn: glctx, _ = e.DrawContext.(gl.Context) // Assume that glctx is always a same instance. // Then, only once initializing should be enough. if glContextCh != nil { glContextCh <- glctx glContextCh = nil } a.Send(paint.Event{}) case lifecycle.CrossOff: glctx = nil } case size.Event: setFullscreen(e.WidthPx, e.HeightPx) case paint.Event: if glctx == nil || e.External { continue } renderCh <- struct{}{} <-renderChEnd a.Publish() a.Send(paint.Event{}) case touch.Event: switch e.Type { case touch.TypeBegin, touch.TypeMove: s := getDeviceScale() x, y := float64(e.X)/s, float64(e.Y)/s // TODO: Is it ok to cast from int64 to int here? t := input.NewTouch(int(e.Sequence), int(x), int(y)) touches[e.Sequence] = t case touch.TypeEnd: delete(touches, e.Sequence) } ts := []*input.Touch{} for _, t := range touches { ts = append(ts, t) } UpdateTouches(ts) } } } func Run(width, height int, scale float64, title string, g GraphicsContext, mainloop bool) error { u := currentUI u.m.Lock() u.width = width u.height = height u.scale = scale u.sizeChanged = true u.m.Unlock() // title is ignored? if mainloop { ctx := <-glContextCh opengl.InitWithContext(ctx) } else { opengl.Init() } // Force to set the screen size u.updateGraphicsContext(g) for { if err := u.update(g); err != nil { return err } } } // RunMainThreadLoop runs the main routine for gomobile-build. func RunMainThreadLoop(ch <-chan error) error { go func() { // As mobile apps never ends, RunMainThreadLoop can't return. // Just panic here. err := <-ch panic(err) }() app.Main(appMain) return nil } func (u *userInterface) updateGraphicsContext(g GraphicsContext) { width, height := 0, 0 actualScale := 0.0 u.m.Lock() sizeChanged := u.sizeChanged if sizeChanged { width = u.width height = u.height actualScale = u.scaleImpl() * getDeviceScale() } u.sizeChanged = false u.m.Unlock() if sizeChanged { // Sizing also calls GL functions g.SetSize(width, height, actualScale) } } func actualScale() float64 { return currentUI.actualScale() } func (u *userInterface) actualScale() float64 { u.m.Lock() s := u.scaleImpl() * getDeviceScale() u.m.Unlock() return s } func (u *userInterface) scaleImpl() float64 { scale := u.scale if u.fullscreenScale != 0 { scale = u.fullscreenScale } return scale } func (u *userInterface) update(g GraphicsContext) error { render: for { select { case <-renderCh: break render case <-time.After(500 * time.Millisecond): hooks.SuspendAudio() continue } } hooks.ResumeAudio() defer func() { renderChEnd <- struct{}{} }() if err := g.Update(func() { u.updateGraphicsContext(g) }); err != nil { return err } return nil } func screenSize() (int, int) { return currentUI.screenSize() } func (u *userInterface) screenSize() (int, int) { u.m.Lock() w, h := u.width, u.height u.m.Unlock() return w, h } func MonitorSize() (int, int) { // TODO: This function should return fullscreenWidthPx, fullscreenHeightPx, // but these values are not initialized until the main loop starts. return 0, 0 } func SetScreenSize(width, height int) bool { currentUI.setScreenSize(width, height) return true } func (u *userInterface) setScreenSize(width, height int) { u.m.Lock() if u.width != width || u.height != height { u.width = width u.height = height u.updateFullscreenScaleIfNeeded() u.sizeChanged = true } u.m.Unlock() } func SetScreenScale(scale float64) bool { currentUI.setScreenScale(scale) return false } func (u *userInterface) setScreenScale(scale float64) { u.m.Lock() if u.scale != scale { u.scale = scale u.sizeChanged = true } u.m.Unlock() } func ScreenScale() float64 { u := currentUI u.m.RLock() s := u.scale u.m.RUnlock() return s } func setFullscreen(widthPx, heightPx int) { currentUI.setFullscreen(widthPx, heightPx) } func (u *userInterface) setFullscreen(widthPx, heightPx int) { u.m.Lock() u.fullscreenWidthPx = widthPx u.fullscreenHeightPx = heightPx u.updateFullscreenScaleIfNeeded() u.sizeChanged = true u.m.Unlock() } func (u *userInterface) updateFullscreenScaleIfNeeded() { if u.fullscreenWidthPx == 0 || u.fullscreenHeightPx == 0 { return } w, h := u.width, u.height scaleX := float64(u.fullscreenWidthPx) / float64(w) scaleY := float64(u.fullscreenHeightPx) / float64(h) scale := scaleX if scale > scaleY { scale = scaleY } u.fullscreenScale = scale / getDeviceScale() u.sizeChanged = true } func ScreenPadding() (x0, y0, x1, y1 float64) { return currentUI.screenPadding() } func (u *userInterface) screenPadding() (x0, y0, x1, y1 float64) { u.m.Lock() x0, y0, x1, y1 = u.screenPaddingImpl() u.m.Unlock() return } func (u *userInterface) screenPaddingImpl() (x0, y0, x1, y1 float64) { if u.fullscreenScale == 0 { return 0, 0, 0, 0 } s := u.fullscreenScale * getDeviceScale() ox := (float64(u.fullscreenWidthPx) - float64(u.width)*s) / 2 oy := (float64(u.fullscreenHeightPx) - float64(u.height)*s) / 2 return ox, oy, ox, oy } func AdjustedCursorPosition() (x, y int) { return currentUI.adjustPosition(input.Get().CursorPosition()) } func AdjustedTouches() []*input.Touch { ts := input.Get().Touches() adjusted := make([]*input.Touch, len(ts)) for i, t := range ts { x, y := currentUI.adjustPosition(t.Position()) adjusted[i] = input.NewTouch(t.ID(), x, y) } return adjusted } func (u *userInterface) adjustPosition(x, y int) (int, int) { u.m.Lock() ox, oy, _, _ := u.screenPaddingImpl() s := u.scaleImpl() as := s * getDeviceScale() u.m.Unlock() return int(float64(x)/s - ox/as), int(float64(y)/s - oy/as) } func IsCursorVisible() bool { return false } func SetCursorVisible(visible bool) { // Do nothing } func IsFullscreen() bool { return false } func SetFullscreen(fullscreen bool) { // Do nothing } func IsRunnableInBackground() bool { return false } func SetRunnableInBackground(runnableInBackground bool) { // Do nothing } func SetWindowTitle(title string) { // Do nothing } func SetWindowIcon(iconImages []image.Image) { // Do nothing } func IsWindowDecorated() bool { return false } func SetWindowDecorated(decorated bool) { // Do nothing } func IsVsyncEnabled() bool { return true } func SetVsyncEnabled(enabled bool) { // Do nothing } func UpdateTouches(touches []*input.Touch) { input.Get().UpdateTouches(touches) }