// 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 ( "context" "fmt" "image" "runtime/debug" "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/driver" "github.com/hajimehoshi/ebiten/internal/graphicsdriver/opengl" "github.com/hajimehoshi/ebiten/internal/hooks" "github.com/hajimehoshi/ebiten/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{} ) func init() { theUI.input.ui = theUI } func Get() *UserInterface { return theUI } func (u *UserInterface) Update() { renderCh <- struct{}{} ctx, cancel := context.WithCancel(context.Background()) go func() { <-renderEndCh if u.t != nil { u.t.Call(func() error { cancel() return nil }) } else { cancel() } }() if u.graphics.IsGL() { if u.glWorker == nil { panic("mobile: glWorker must be initialized but not") } workAvailable := u.glWorker.WorkAvailable() loop: for { select { case <-workAvailable: u.glWorker.DoWork() case <-ctx.Done(): break loop } } return } else { u.t.Loop(ctx) } } type UserInterface struct { // TODO: Remove these members: the driver layer should not care about the game screen size. width int height int scale float64 sizeChanged bool // Used for gomobile-build gbuildWidthPx int gbuildHeightPx int setGBuildSizeCh chan struct{} context driver.UIContext graphics driver.Graphics 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{} 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: 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) } ts := []*Touch{} for _, t := range touches { ts = append(ts, t) } u.input.update(ts) } } } func (u *UserInterface) Run(width, height int, scale float64, title string, context driver.UIContext, graphics driver.Graphics) error { // TODO: Remove width/height/scale arguments. They are not used from gomobile-build. u.setGBuildSizeCh = make(chan struct{}) go func() { if err := u.run(16, 16, 1, title, context, graphics, 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(width, height int, scale float64, title string, context driver.UIContext, graphics driver.Graphics) <-chan error { ch := make(chan error) go func() { defer close(ch) if err := u.run(width, height, scale, title, context, graphics, false); err != nil { ch <- err } }() return ch } func (u *UserInterface) run(width, height int, scale float64, title string, context driver.UIContext, graphics driver.Graphics, 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.width = width u.height = height u.scale = scale u.sizeChanged = true u.context = context u.graphics = graphics u.m.Unlock() // title is ignored? if graphics.IsGL() { var ctx gl.Context if mainloop { ctx = <-glContextCh } else { ctx, u.glWorker = gl.NewContext() } graphics.(*opengl.Driver).SetMobileGLContext(ctx) } else { u.t = thread.New() 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.updateSize(context) for { if err := u.update(context); err != nil { return err } } } func (u *UserInterface) updateSize(context driver.UIContext) { var width, height float64 u.m.Lock() sizeChanged := u.sizeChanged if sizeChanged { if u.gbuildWidthPx == 0 || u.gbuildHeightPx == 0 { s := u.scale width = float64(u.width) * s height = float64(u.height) * s } else { // gomobile build d := deviceScale() width = float64(u.gbuildWidthPx) / d height = float64(u.gbuildHeightPx) / d } } u.sizeChanged = false u.m.Unlock() if sizeChanged { // Dirty hack to set the offscreen size for gomobile-bind. // TODO: Remove this. The layouting logic must be in the package ebiten, not here. if u.gbuildWidthPx == 0 || u.gbuildHeightPx == 0 { context.(interface { SetScreenSize(width, height int) }).SetScreenSize(u.width, u.height) } // Sizing also calls GL functions context.Layout(width, height) } } func (u *UserInterface) update(context driver.UIContext) error { t := time.NewTimer(500 * time.Millisecond) defer t.Stop() select { case <-renderCh: case <-t.C: hooks.SuspendAudio() <-renderCh } hooks.ResumeAudio() defer func() { renderEndCh <- struct{}{} }() if err := context.Update(func() { u.updateSize(context) }); 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 } func (u *UserInterface) SetScreenSizeAndScale(width, height int, scale float64) { // Called from ebitenmobileview. u.m.Lock() if u.width != width || u.height != height || u.scale != scale { u.width = width u.height = height u.scale = scale 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 close(u.setGBuildSizeCh) u.m.Unlock() } func (u *UserInterface) adjustPosition(x, y int) (int, int) { // This function's caller already protects this function by the mutex. if u.gbuildWidthPx == 0 || u.gbuildHeightPx == 0 { s := u.scale return int(float64(x) / s), int(float64(y) / s) } 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) IsRunnableInBackground() bool { return false } func (u *UserInterface) SetRunnableInBackground(runnableInBackground bool) { // Do nothing } func (u *UserInterface) SetWindowTitle(title string) { // Do nothing } func (u *UserInterface) SetWindowIcon(iconImages []image.Image) { // Do nothing } func (u *UserInterface) IsWindowDecorated() bool { return false } func (u *UserInterface) SetWindowDecorated(decorated bool) { // Do nothing } func (u *UserInterface) IsWindowResizable() bool { return false } func (u *UserInterface) SetWindowResizable(decorated 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) SetWindowPosition(x, y int) { // Do nothing } func (u *UserInterface) WindowPosition() (int, int) { return 0, 0 } func (u *UserInterface) SetScreenTransparent(transparent bool) { // Do nothing } func (u *UserInterface) IsScreenTransparent() bool { return false } func (u *UserInterface) SetWindowSize(width, height int) { // Do nothing } func (u *UserInterface) CanHaveWindow() bool { return false } func (u *UserInterface) Input() driver.Input { return &u.input } type Touch struct { ID int X int Y int } func (u *UserInterface) UpdateInput(touches []*Touch) { u.input.update(touches) }