// 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. //go: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 ( "runtime" "sync" "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/internal/restorable" "github.com/hajimehoshi/ebiten/v2/internal/ui" ) type SetGameNotifier interface { NotifySetGame() } var theState state type state struct { running bool setGameNotifier SetGameNotifier m sync.Mutex } func (s *state) isRunning() bool { s.m.Lock() defer s.m.Unlock() return s.running } func (s *state) run() { s.m.Lock() s.running = true n := s.setGameNotifier s.setGameNotifier = nil s.m.Unlock() if n != nil { n.NotifySetGame() } } func (s *state) setSetGameNotifier(setGameNotifier SetGameNotifier) { s.m.Lock() r := s.running if !r { s.setGameNotifier = setGameNotifier } s.m.Unlock() // If SetGame is already called, notify this immediately. if r { setGameNotifier.NotifySetGame() } } func SetGame(game ebiten.Game, options *ebiten.RunGameOptions) { if theState.isRunning() { panic("ebitenmobileview: SetGame cannot be called twice or more") } ebiten.RunGameWithoutMainLoop(game, options) theState.run() } func Layout(viewWidth, viewHeight float64) { ui.Get().SetOutsideSize(viewWidth, viewHeight) } func Update() error { // Lock the OS thread since graphics functions (GL) must be called on this thread. runtime.LockOSThread() defer runtime.UnlockOSThread() 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 } return ui.Get().Update() } func Suspend() error { return ui.Get().SetForeground(false) } func Resume() error { return ui.Get().SetForeground(true) } func OnContextLost() { restorable.OnContextLost() } func DeviceScale() float64 { return ui.Get().Monitor().DeviceScaleFactor() } type Renderer interface { ui.Renderer } func SetRenderer(renderer Renderer) { ui.Get().SetRenderer(renderer) } func SetSetGameNotifier(setGameNotifier SetGameNotifier) { theState.setSetGameNotifier(setGameNotifier) }