// 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 "init_nintendosdk.h" // #include "input_nintendosdk.h" import "C" import ( "errors" "image" "runtime" "sync" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl" "github.com/hajimehoshi/ebiten/v2/internal/thread" ) 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, errors.New("ui: DirectX is not supported in this environment") } func (*graphicsDriverCreatorImpl) newMetal() (graphicsdriver.Graphics, error) { return nil, errors.New("ui: Metal is not supported in this environment") } func (*graphicsDriverCreatorImpl) newPlayStation5() (graphicsdriver.Graphics, error) { return nil, errors.New("ui: PlayStation 5 is not supported in this environment") } const deviceScaleFactor = 1 func init() { runtime.LockOSThread() } type userInterfaceImpl struct { graphicsDriver graphicsdriver.Graphics context *context inputState InputState nativeTouches []C.struct_Touch egl egl mainThread *thread.OSThread renderThread *thread.OSThread m sync.Mutex } func (u *UserInterface) init() error { return nil } func (u *UserInterface) Run(game Game, options *RunOptions) error { return u.run(game, options) } func (u *UserInterface) initOnMainThread(options *RunOptions) error { g, lib, err := newGraphicsDriver(&graphicsDriverCreatorImpl{}, options.GraphicsLibrary) if err != nil { return err } u.graphicsDriver = g u.setGraphicsLibrary(lib) n := C.ebitengine_Initialize() if err := u.egl.init(n); err != nil { return err } initializeProfiler() return nil } func (u *UserInterface) loopGame() error { u.renderThread.Call(func() { u.egl.makeContextCurrent() }) for { recordProfilerHeartbeat() if err := u.context.updateFrame(u.graphicsDriver, float64(C.kScreenWidth), float64(C.kScreenHeight), deviceScaleFactor, u, func() { u.egl.swapBuffers() }); err != nil { return err } } } func (*UserInterface) DeviceScaleFactor() float64 { return deviceScaleFactor } func (*UserInterface) IsFocused() bool { return true } func (*UserInterface) ScreenSizeInFullscreen() (int, int) { return 0, 0 } func (u *UserInterface) readInputState(inputState *InputState) { u.m.Lock() defer u.m.Unlock() u.inputState.copyAndReset(inputState) } func (*UserInterface) CursorMode() CursorMode { return CursorModeHidden } func (*UserInterface) SetCursorMode(mode CursorMode) { } func (*UserInterface) CursorShape() CursorShape { return CursorShapeDefault } func (*UserInterface) SetCursorShape(shape CursorShape) { } func (*UserInterface) IsFullscreen() bool { return false } func (*UserInterface) SetFullscreen(fullscreen bool) { } func (*UserInterface) IsRunnableOnUnfocused() bool { return false } func (*UserInterface) SetRunnableOnUnfocused(runnableOnUnfocused bool) { } func (*UserInterface) FPSMode() FPSModeType { return FPSModeVsyncOn } func (*UserInterface) SetFPSMode(mode FPSModeType) { } func (*UserInterface) ScheduleFrame() { } func (*UserInterface) Window() Window { return &nullWindow{} } func (u *UserInterface) updateIconIfNeeded() error { return nil } type Monitor struct{} var theMonitor = &Monitor{} func (m *Monitor) Bounds() image.Rectangle { // TODO: This should return the available viewport dimensions. return image.Rectangle{} } func (m *Monitor) Name() string { return "" } func (u *UserInterface) AppendMonitors(mons []*Monitor) []*Monitor { return append(mons, theMonitor) } func (u *UserInterface) Monitor() *Monitor { return theMonitor } func IsScreenTransparentAvailable() bool { return false }