// 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 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 // #cgo ios LDFLAGS: -framework UIKit -framework GLKit -framework QuartzCore -framework OpenGLES // // #include import "C" import ( "math" "runtime" "github.com/hajimehoshi/ebiten" "github.com/hajimehoshi/ebiten/internal/uidriver/mobile" ) type ViewRectSetter interface { SetViewRect(x, y, width, height int) } func Layout(viewWidth, viewHeight int, viewRectSetter ViewRectSetter) { theState.m.Lock() defer theState.m.Unlock() layout(viewWidth, viewHeight, viewRectSetter) } func layout(viewWidth, viewHeight int, viewRectSetter ViewRectSetter) { 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, viewRectSetter) } return } // TODO: Layout must be called every frame like uiContext already did. w, h := theState.game.Layout(int(viewWidth), int(viewHeight)) scaleX := float64(viewWidth) / float64(w) scaleY := float64(viewHeight) / float64(h) scale := math.Min(scaleX, scaleY) // To convert a logical offscreen size to the actual screen size, use Math.floor to use smaller and safer // values, or glitches can appear (#956). width := int(math.Floor(float64(w) * scale)) height := int(math.Floor(float64(h) * scale)) x := (viewWidth - width) / 2 y := (viewHeight - height) / 2 if theState.isRunning() { mobile.Get().SetScreenSizeAndScale(w, h, scale) } else { // The last argument 'title' is not used on mobile platforms, so just pass an empty string. theState.errorCh = ebiten.RunWithoutMainLoop(theState.game.Update, w, h, scale, "") } if viewRectSetter != nil { viewRectSetter.SetViewRect(x, y, width, height) } } func Update() error { runtime.LockOSThread() defer runtime.UnlockOSThread() theState.m.Lock() defer theState.m.Unlock() return update() } func update() error { if !theState.isRunning() { // start is not called yet, but as update can be called from another thread, it is OK. Just ignore // this. return nil } select { case err := <-theState.errorCh: return err default: } mobile.Get().Update() return nil } func Suspend() { mobile.Get().SetForeground(false) } func Resume() { mobile.Get().SetForeground(true) }