// 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 mobile import ( "fmt" "runtime/debug" "sync" "sync/atomic" "time" "unicode" "golang.org/x/mobile/app" "golang.org/x/mobile/event/key" "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/v2/internal/devicescale" "github.com/hajimehoshi/ebiten/v2/internal/driver" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl" "github.com/hajimehoshi/ebiten/v2/internal/hooks" "github.com/hajimehoshi/ebiten/v2/internal/restorable" "github.com/hajimehoshi/ebiten/v2/internal/thread" ) var ( glContextCh = make(chan gl.Context, 1) // renderCh receives when updating starts. renderCh = make(chan struct{}) // renderEndCh receives when updating finishes. renderEndCh = make(chan struct{}) theUI = &UserInterface{ foreground: 1, errCh: make(chan error), // Give a default outside size so that the game can start without initializing them. outsideWidth: 640, outsideHeight: 480, sizeChanged: true, } ) func init() { theUI.input.ui = theUI } func Get() *UserInterface { return theUI } // Update is called from mobile/ebitenmobileview. // // Update must be called on the rendering thread. func (u *UserInterface) Update() error { select { case err := <-u.errCh: return err default: } if !u.IsFocused() { return nil } renderCh <- struct{}{} if u.Graphics().IsGL() { if u.glWorker == nil { panic("mobile: glWorker must be initialized but not") } workAvailable := u.glWorker.WorkAvailable() for { // When the two channels don't receive for a while, call DoWork forcibly to avoid freeze // (#1322, #1332). // // In theory, this timeout should not be necessary. However, it looks like this 'select' // statement sometimes blocks forever on some Android devices like Pixel 4(a). Apparently // workAvailable sometimes not receives even though there are queued OpenGL functions. // Call DoWork for such case as a symptomatic treatment. // // Calling DoWork without waiting for workAvailable is safe. If there are no tasks, DoWork // should return immediately. // // TODO: Fix the root cause. Note that this is pretty hard since e.g., logging affects the // scheduling and freezing might not happen with logging. t := time.NewTimer(100 * time.Millisecond) select { case <-workAvailable: if !t.Stop() { <-t.C } u.glWorker.DoWork() case <-renderEndCh: if !t.Stop() { <-t.C } return nil case <-t.C: u.glWorker.DoWork() } } } go func() { <-renderEndCh u.t.Call(func() error { return thread.BreakLoop }) }() u.t.Loop() return nil } type UserInterface struct { outsideWidth float64 outsideHeight float64 sizeChanged bool foreground int32 errCh chan error // Used for gomobile-build gbuildWidthPx int gbuildHeightPx int setGBuildSizeCh chan struct{} once sync.Once context driver.UIContext input Input t *thread.Thread glWorker gl.Worker m sync.RWMutex } func deviceScale() float64 { return devicescale.GetAt(0, 0) } // appMain is the main routine for gomobile-build mode. func (u *UserInterface) appMain(a app.App) { var glctx gl.Context var sizeInited bool touches := map[touch.Sequence]*Touch{} keys := map[driver.Key]struct{}{} for e := range a.Events() { var updateInput bool var runes []rune switch e := a.Filter(e).(type) { case lifecycle.Event: switch e.Crosses(lifecycle.StageVisible) { case lifecycle.CrossOn: u.SetForeground(true) restorable.OnContextLost() 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: u.SetForeground(false) glctx = nil } case size.Event: u.setGBuildSize(e.WidthPx, e.HeightPx) sizeInited = true case paint.Event: if !sizeInited { a.Send(paint.Event{}) continue } if glctx == nil || e.External { continue } renderCh <- struct{}{} <-renderEndCh a.Publish() a.Send(paint.Event{}) case touch.Event: if !sizeInited { continue } switch e.Type { case touch.TypeBegin, touch.TypeMove: s := deviceScale() x, y := float64(e.X)/s, float64(e.Y)/s // TODO: Is it ok to cast from int64 to int here? touches[e.Sequence] = &Touch{ ID: int(e.Sequence), X: int(x), Y: int(y), } case touch.TypeEnd: delete(touches, e.Sequence) } updateInput = true case key.Event: k, ok := gbuildKeyToDriverKey[e.Code] if ok { switch e.Direction { case key.DirPress, key.DirNone: keys[k] = struct{}{} case key.DirRelease: delete(keys, k) } } switch e.Direction { case key.DirPress, key.DirNone: if e.Rune != -1 && unicode.IsPrint(e.Rune) { runes = []rune{e.Rune} } } updateInput = true } if updateInput { ts := []*Touch{} for _, t := range touches { ts = append(ts, t) } u.input.update(keys, runes, ts, nil) } } } func (u *UserInterface) SetForeground(foreground bool) { var v int32 if foreground { v = 1 } atomic.StoreInt32(&u.foreground, v) if foreground { hooks.ResumeAudio() } else { hooks.SuspendAudio() } } func (u *UserInterface) Run(context driver.UIContext) error { u.setGBuildSizeCh = make(chan struct{}) go func() { if err := u.run(context, true); err != nil { // As mobile apps never ends, Loop can't return. Just panic here. panic(err) } }() app.Main(u.appMain) return nil } func (u *UserInterface) RunWithoutMainLoop(context driver.UIContext) { go func() { // title is ignored? if err := u.run(context, false); err != nil { u.errCh <- err } }() } func (u *UserInterface) run(context driver.UIContext, mainloop bool) (err error) { // Convert the panic to a regular error so that Java/Objective-C layer can treat this easily e.g., for // Crashlytics. A panic is treated as SIGABRT, and there is no way to handle this on Java/Objective-C layer // unfortunately. // TODO: Panic on other goroutines cannot be handled here. defer func() { if r := recover(); r != nil { err = fmt.Errorf("%v\n%q", r, string(debug.Stack())) } }() u.m.Lock() u.sizeChanged = true u.m.Unlock() u.context = context if u.Graphics().IsGL() { var ctx gl.Context if mainloop { ctx = <-glContextCh } else { ctx, u.glWorker = gl.NewContext() } u.Graphics().(*opengl.Graphics).SetMobileGLContext(ctx) } else { u.t = thread.New() u.Graphics().SetThread(u.t) } // If gomobile-build is used, wait for the outside size fixed. if u.setGBuildSizeCh != nil { <-u.setGBuildSizeCh } // Force to set the screen size u.layoutIfNeeded() for { if err := u.update(); err != nil { return err } } } // layoutIfNeeded must be called on the same goroutine as update(). func (u *UserInterface) layoutIfNeeded() { var outsideWidth, outsideHeight float64 u.m.RLock() sizeChanged := u.sizeChanged if sizeChanged { if u.gbuildWidthPx == 0 || u.gbuildHeightPx == 0 { outsideWidth = u.outsideWidth outsideHeight = u.outsideHeight } else { // gomobile build d := deviceScale() outsideWidth = float64(u.gbuildWidthPx) / d outsideHeight = float64(u.gbuildHeightPx) / d } } u.sizeChanged = false u.m.RUnlock() if sizeChanged { u.context.Layout(outsideWidth, outsideHeight) } } func (u *UserInterface) update() error { <-renderCh defer func() { renderEndCh <- struct{}{} }() if err := u.context.Update(); err != nil { return err } if err := u.context.Draw(); err != nil { return err } return nil } func (u *UserInterface) ScreenSizeInFullscreen() (int, int) { // TODO: This function should return gbuildWidthPx, gbuildHeightPx, // but these values are not initialized until the main loop starts. return 0, 0 } // SetOutsideSize is called from mobile/ebitenmobileview. // // SetOutsideSize is concurrent safe. func (u *UserInterface) SetOutsideSize(outsideWidth, outsideHeight float64) { u.m.Lock() if u.outsideWidth != outsideWidth || u.outsideHeight != outsideHeight { u.outsideWidth = outsideWidth u.outsideHeight = outsideHeight u.sizeChanged = true } u.m.Unlock() } func (u *UserInterface) setGBuildSize(widthPx, heightPx int) { u.m.Lock() u.gbuildWidthPx = widthPx u.gbuildHeightPx = heightPx u.sizeChanged = true u.m.Unlock() u.once.Do(func() { close(u.setGBuildSizeCh) }) } func (u *UserInterface) adjustPosition(x, y int) (int, int) { xf, yf := u.context.AdjustPosition(float64(x), float64(y)) return int(xf), int(yf) } func (u *UserInterface) CursorMode() driver.CursorMode { return driver.CursorModeHidden } func (u *UserInterface) SetCursorMode(mode driver.CursorMode) { // Do nothing } func (u *UserInterface) IsFullscreen() bool { return false } func (u *UserInterface) SetFullscreen(fullscreen bool) { // Do nothing } func (u *UserInterface) IsFocused() bool { return atomic.LoadInt32(&u.foreground) != 0 } func (u *UserInterface) IsRunnableOnUnfocused() bool { return false } func (u *UserInterface) SetRunnableOnUnfocused(runnableOnUnfocused bool) { // Do nothing } func (u *UserInterface) IsVsyncEnabled() bool { return true } func (u *UserInterface) SetVsyncEnabled(enabled bool) { // Do nothing } func (u *UserInterface) DeviceScaleFactor() float64 { return deviceScale() } func (u *UserInterface) SetScreenTransparent(transparent bool) { // Do nothing } func (u *UserInterface) IsScreenTransparent() bool { return false } func (u *UserInterface) ResetForFrame() { u.layoutIfNeeded() u.input.resetForFrame() } func (u *UserInterface) SetInitFocused(focused bool) { // Do nothing } func (u *UserInterface) Input() driver.Input { return &u.input } func (u *UserInterface) Window() driver.Window { return nil } type Touch struct { ID int X int Y int } type Gamepad struct { ID int SDLID string Name string Buttons [driver.GamepadButtonNum]bool ButtonNum int Axes [32]float32 AxisNum int } func (u *UserInterface) UpdateInput(keys map[driver.Key]struct{}, runes []rune, touches []*Touch, gamepads []Gamepad) { u.input.update(keys, runes, touches, gamepads) }