// Copyright 2021 The Ebiten Authors // // 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 nintendosdk package ui // #include "input_nintendosdk.h" import "C" import ( "runtime" "github.com/hajimehoshi/ebiten/v2/internal/gamepad" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl" "github.com/hajimehoshi/ebiten/v2/internal/nintendosdk" ) type graphicsDriverCreatorImpl struct{} func (g *graphicsDriverCreatorImpl) newAuto() (graphicsdriver.Graphics, GraphicsLibrary, error) { graphics, err := g.newOpenGL() return graphics, GraphicsLibraryOpenGL, err } func (*graphicsDriverCreatorImpl) newOpenGL() (graphicsdriver.Graphics, error) { return opengl.NewGraphics() } func (*graphicsDriverCreatorImpl) newDirectX() (graphicsdriver.Graphics, error) { return nil, nil } func (*graphicsDriverCreatorImpl) newMetal() (graphicsdriver.Graphics, error) { return nil, nil } const deviceScaleFactor = 1 func init() { runtime.LockOSThread() } type userInterfaceImpl struct { graphicsDriver graphicsdriver.Graphics context *context inputState InputState nativeTouches []C.struct_Touch } func (u *userInterfaceImpl) Run(game Game, options *RunOptions) error { u.context = newContext(game) g, err := newGraphicsDriver(&graphicsDriverCreatorImpl{}, options.GraphicsLibrary) if err != nil { return err } u.graphicsDriver = g nintendosdk.InitializeGame() for { // TODO: Make a separate thread for rendering (#2512). nintendosdk.BeginFrame() gamepad.Update() u.updateInputState() if err := u.context.updateFrame(u.graphicsDriver, float64(C.kScreenWidth), float64(C.kScreenHeight), deviceScaleFactor, u); err != nil { return err } nintendosdk.EndFrame() } } func (*userInterfaceImpl) DeviceScaleFactor() float64 { return deviceScaleFactor } func (*userInterfaceImpl) IsFocused() bool { return true } func (*userInterfaceImpl) ScreenSizeInFullscreen() (int, int) { return 0, 0 } func (u *userInterfaceImpl) readInputState(inputState *InputState) { *inputState = u.inputState u.inputState.resetForTick() } func (u *userInterfaceImpl) resetForTick() { } func (*userInterfaceImpl) CursorMode() CursorMode { return CursorModeHidden } func (*userInterfaceImpl) SetCursorMode(mode CursorMode) { } func (*userInterfaceImpl) CursorShape() CursorShape { return CursorShapeDefault } func (*userInterfaceImpl) SetCursorShape(shape CursorShape) { } func (*userInterfaceImpl) IsFullscreen() bool { return false } func (*userInterfaceImpl) SetFullscreen(fullscreen bool) { } func (*userInterfaceImpl) IsRunnableOnUnfocused() bool { return false } func (*userInterfaceImpl) SetRunnableOnUnfocused(runnableOnUnfocused bool) { } func (*userInterfaceImpl) SetFPSMode(mode FPSModeType) { } func (*userInterfaceImpl) ScheduleFrame() { } func (*userInterfaceImpl) Window() Window { return &nullWindow{} } func (u *userInterfaceImpl) beginFrame() { } func (u *userInterfaceImpl) endFrame() { } func (u *userInterfaceImpl) updateIconIfNeeded() { } func IsScreenTransparentAvailable() bool { return false }