// 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 ui import ( stdcontext "context" "fmt" "runtime" "runtime/debug" "sync" "sync/atomic" "github.com/hajimehoshi/ebiten/v2/internal/gamepad" "github.com/hajimehoshi/ebiten/v2/internal/graphicscommand" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver" "github.com/hajimehoshi/ebiten/v2/internal/hook" ) var ( // renderCh receives when updating starts. renderCh = make(chan struct{}) // renderEndCh receives when updating finishes. renderEndCh = make(chan struct{}) ) func (u *UserInterface) init() error { u.userInterfaceImpl = userInterfaceImpl{ foreground: 1, graphicsLibraryInitCh: make(chan struct{}), errCh: make(chan error), // Give a default outside size so that the game can start without initializing them. outsideWidth: 640, outsideHeight: 480, } return nil } // 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 } if err := gamepad.Update(); err != nil { return err } ctx, cancel := stdcontext.WithCancel(stdcontext.Background()) defer cancel() renderCh <- struct{}{} go func() { <-renderEndCh cancel() }() graphicscommand.LoopRenderThread(ctx) return nil } type userInterfaceImpl struct { graphicsDriver graphicsdriver.Graphics graphicsLibraryInitCh chan struct{} outsideWidth float64 outsideHeight float64 foreground int32 errCh chan error context *context inputState InputState touches []TouchForInput fpsMode int32 renderRequester RenderRequester m sync.RWMutex } func (u *UserInterface) SetForeground(foreground bool) error { var v int32 if foreground { v = 1 } atomic.StoreInt32(&u.foreground, v) if foreground { return hook.ResumeAudio() } else { return hook.SuspendAudio() } } func (u *UserInterface) Run(game Game, options *RunOptions) error { return fmt.Errorf("internal/ui: Run is not implemented for GOOS=%s", runtime.GOOS) } func (u *UserInterface) RunWithoutMainLoop(game Game, options *RunOptions) { go func() { if err := u.runMobile(game, options); err != nil { u.errCh <- err } }() } func (u *UserInterface) runMobile(game Game, options *RunOptions) (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%s", r, string(debug.Stack())) } }() graphicscommand.SetOSThreadAsRenderThread() u.setRunning(true) defer u.setRunning(false) u.context = newContext(game) g, lib, err := newGraphicsDriver(&graphicsDriverCreatorImpl{}, options.GraphicsLibrary) if err != nil { return err } u.graphicsDriver = g u.setGraphicsLibrary(lib) close(u.graphicsLibraryInitCh) for { if err := u.update(); err != nil { return err } } } // outsideSize must be called on the same goroutine as update(). func (u *UserInterface) outsideSize() (float64, float64) { u.m.RLock() defer u.m.RUnlock() return u.outsideWidth, u.outsideHeight } func (u *UserInterface) update() error { <-renderCh defer func() { renderEndCh <- struct{}{} }() w, h := u.outsideSize() if err := u.context.updateFrame(u.graphicsDriver, w, h, theMonitor.DeviceScaleFactor(), u); 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() defer u.m.Unlock() if u.outsideWidth != outsideWidth || u.outsideHeight != outsideHeight { u.outsideWidth = outsideWidth u.outsideHeight = outsideHeight } } func (u *UserInterface) CursorMode() CursorMode { return CursorModeHidden } func (u *UserInterface) SetCursorMode(mode CursorMode) { // Do nothing } func (u *UserInterface) CursorShape() CursorShape { return CursorShapeDefault } func (u *UserInterface) SetCursorShape(shape CursorShape) { // 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) FPSMode() FPSModeType { return FPSModeType(atomic.LoadInt32(&u.fpsMode)) } func (u *UserInterface) SetFPSMode(mode FPSModeType) { atomic.StoreInt32(&u.fpsMode, int32(mode)) u.updateExplicitRenderingModeIfNeeded(mode) } func (u *UserInterface) updateExplicitRenderingModeIfNeeded(fpsMode FPSModeType) { if u.renderRequester == nil { return } u.renderRequester.SetExplicitRenderingMode(fpsMode == FPSModeVsyncOffMinimum) } func (u *UserInterface) readInputState(inputState *InputState) { u.m.Lock() defer u.m.Unlock() u.inputState.copyAndReset(inputState) } func (u *UserInterface) Window() Window { return &nullWindow{} } type Monitor struct { deviceScaleFactor float64 deviceScaleFactorOnce sync.Once m sync.Mutex } var theMonitor = &Monitor{} func (m *Monitor) Name() string { return "" } func (m *Monitor) DeviceScaleFactor() float64 { m.m.Lock() defer m.m.Unlock() // The device scale factor can be obtained after the main function starts, especially on Android. // Initialize this lazily. m.deviceScaleFactorOnce.Do(func() { // Assume that the device scale factor never changes on mobiles. m.deviceScaleFactor = deviceScaleFactorImpl() }) return m.deviceScaleFactor } func (u *UserInterface) AppendMonitors(mons []*Monitor) []*Monitor { return append(mons, theMonitor) } func (u *UserInterface) Monitor() *Monitor { return theMonitor } func (u *UserInterface) UpdateInput(keys map[Key]struct{}, runes []rune, touches []TouchForInput) { u.updateInputStateFromOutside(keys, runes, touches) if FPSModeType(atomic.LoadInt32(&u.fpsMode)) == FPSModeVsyncOffMinimum { u.renderRequester.RequestRenderIfNeeded() } } type RenderRequester interface { SetExplicitRenderingMode(explicitRendering bool) RequestRenderIfNeeded() } func (u *UserInterface) SetRenderRequester(renderRequester RenderRequester) { u.renderRequester = renderRequester u.updateExplicitRenderingModeIfNeeded(FPSModeType(atomic.LoadInt32(&u.fpsMode))) } func (u *UserInterface) ScheduleFrame() { if u.renderRequester != nil && FPSModeType(atomic.LoadInt32(&u.fpsMode)) == FPSModeVsyncOffMinimum { u.renderRequester.RequestRenderIfNeeded() } } func (u *UserInterface) updateIconIfNeeded() error { return nil } func IsScreenTransparentAvailable() bool { return false }