ebiten/internal/ui/ui_mobile.go
Hajime Hoshi ba47a19b17 mobile: Bug fix: error must be received without waiting for renderCh
Even when error happens, the error was not received when renderCh
received. This was the cause of freezing when error happens.
2019-01-28 12:32:48 +09:00

436 lines
8.9 KiB
Go

// 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 ui
import (
"errors"
"image"
"runtime"
"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/graphicsdriver/opengl"
"github.com/hajimehoshi/ebiten/internal/hooks"
"github.com/hajimehoshi/ebiten/internal/input"
)
var (
glContextCh = make(chan gl.Context)
renderCh = make(chan struct{})
renderChEnd = make(chan struct{})
currentUI = &userInterface{}
)
func Render(chError <-chan error) error {
runtime.LockOSThread()
defer runtime.UnlockOSThread()
if chError == nil {
return errors.New("ui: chError must not be nil")
}
// TODO: Check this is called on the rendering thread
select {
case err := <-chError:
return err
case renderCh <- struct{}{}:
return opengl.Get().DoWork(renderChEnd)
case <-time.After(500 * time.Millisecond):
// This function must not be blocked. We need to break for timeout.
return nil
}
}
type userInterface struct {
width int
height int
scale float64
sizeChanged bool
// Used for gomobile-build
fullscreenScale float64
fullscreenWidthPx int
fullscreenHeightPx int
m sync.RWMutex
}
var (
deviceScaleVal float64
deviceScaleM sync.Mutex
)
func getDeviceScale() float64 {
deviceScaleM.Lock()
defer deviceScaleM.Unlock()
if deviceScaleVal == 0 {
deviceScaleVal = devicescale.GetAt(0, 0)
}
return deviceScaleVal
}
// appMain is the main routine for gomobile-build mode.
func appMain(a app.App) {
var glctx gl.Context
touches := map[touch.Sequence]*input.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:
setFullscreen(e.WidthPx, e.HeightPx)
case paint.Event:
if glctx == nil || e.External {
continue
}
renderCh <- struct{}{}
<-renderChEnd
a.Publish()
a.Send(paint.Event{})
case touch.Event:
switch e.Type {
case touch.TypeBegin, touch.TypeMove:
s := getDeviceScale()
x, y := float64(e.X)/s, float64(e.Y)/s
// TODO: Is it ok to cast from int64 to int here?
t := input.NewTouch(int(e.Sequence), int(x), int(y))
touches[e.Sequence] = t
case touch.TypeEnd:
delete(touches, e.Sequence)
}
ts := []*input.Touch{}
for _, t := range touches {
ts = append(ts, t)
}
UpdateTouches(ts)
}
}
}
func Run(width, height int, scale float64, title string, g GraphicsContext, mainloop bool) error {
u := currentUI
u.m.Lock()
u.width = width
u.height = height
u.scale = scale
u.sizeChanged = true
u.m.Unlock()
// title is ignored?
if mainloop {
ctx := <-glContextCh
opengl.Get().InitWithContext(ctx)
} else {
opengl.Get().Init()
}
// Force to set the screen size
u.updateGraphicsContext(g)
for {
if err := u.update(g); err != nil {
return err
}
}
}
// Loop runs the main routine for gomobile-build.
func Loop(ch <-chan error) error {
go func() {
// As mobile apps never ends, Loop can't return. Just panic here.
err := <-ch
panic(err)
}()
app.Main(appMain)
return nil
}
func (u *userInterface) updateGraphicsContext(g GraphicsContext) {
width, height := 0, 0
actualScale := 0.0
u.m.Lock()
sizeChanged := u.sizeChanged
if sizeChanged {
width = u.width
height = u.height
actualScale = u.scaleImpl() * getDeviceScale()
}
u.sizeChanged = false
u.m.Unlock()
if sizeChanged {
// Sizing also calls GL functions
g.SetSize(width, height, actualScale)
}
}
func actualScale() float64 {
return currentUI.actualScale()
}
func (u *userInterface) actualScale() float64 {
u.m.Lock()
s := u.scaleImpl() * getDeviceScale()
u.m.Unlock()
return s
}
func (u *userInterface) scaleImpl() float64 {
scale := u.scale
if u.fullscreenScale != 0 {
scale = u.fullscreenScale
}
return scale
}
func (u *userInterface) update(g GraphicsContext) error {
render:
for {
select {
case <-renderCh:
break render
case <-time.After(500 * time.Millisecond):
hooks.SuspendAudio()
continue
}
}
hooks.ResumeAudio()
defer func() {
renderChEnd <- struct{}{}
}()
if err := g.Update(func() {
u.updateGraphicsContext(g)
}); err != nil {
return err
}
return nil
}
func screenSize() (int, int) {
return currentUI.screenSize()
}
func (u *userInterface) screenSize() (int, int) {
u.m.Lock()
w, h := u.width, u.height
u.m.Unlock()
return w, h
}
func ScreenSizeInFullscreen() (int, int) {
// TODO: This function should return fullscreenWidthPx, fullscreenHeightPx,
// but these values are not initialized until the main loop starts.
return 0, 0
}
func SetScreenSize(width, height int) bool {
currentUI.setScreenSize(width, height)
return true
}
func (u *userInterface) setScreenSize(width, height int) {
u.m.Lock()
if u.width != width || u.height != height {
u.width = width
u.height = height
u.updateFullscreenScaleIfNeeded()
u.sizeChanged = true
}
u.m.Unlock()
}
func SetScreenScale(scale float64) bool {
currentUI.setScreenScale(scale)
return false
}
func (u *userInterface) setScreenScale(scale float64) {
u.m.Lock()
if u.scale != scale {
u.scale = scale
u.sizeChanged = true
}
u.m.Unlock()
}
func ScreenScale() float64 {
u := currentUI
u.m.RLock()
s := u.scale
u.m.RUnlock()
return s
}
func setFullscreen(widthPx, heightPx int) {
currentUI.setFullscreen(widthPx, heightPx)
}
func (u *userInterface) setFullscreen(widthPx, heightPx int) {
u.m.Lock()
u.fullscreenWidthPx = widthPx
u.fullscreenHeightPx = heightPx
u.updateFullscreenScaleIfNeeded()
u.sizeChanged = true
u.m.Unlock()
}
func (u *userInterface) updateFullscreenScaleIfNeeded() {
if u.fullscreenWidthPx == 0 || u.fullscreenHeightPx == 0 {
return
}
w, h := u.width, u.height
scaleX := float64(u.fullscreenWidthPx) / float64(w)
scaleY := float64(u.fullscreenHeightPx) / float64(h)
scale := scaleX
if scale > scaleY {
scale = scaleY
}
u.fullscreenScale = scale / getDeviceScale()
u.sizeChanged = true
}
func ScreenPadding() (x0, y0, x1, y1 float64) {
return currentUI.screenPadding()
}
func (u *userInterface) screenPadding() (x0, y0, x1, y1 float64) {
u.m.Lock()
x0, y0, x1, y1 = u.screenPaddingImpl()
u.m.Unlock()
return
}
func (u *userInterface) screenPaddingImpl() (x0, y0, x1, y1 float64) {
if u.fullscreenScale == 0 {
return 0, 0, 0, 0
}
s := u.fullscreenScale * getDeviceScale()
ox := (float64(u.fullscreenWidthPx) - float64(u.width)*s) / 2
oy := (float64(u.fullscreenHeightPx) - float64(u.height)*s) / 2
return ox, oy, ox, oy
}
func AdjustedCursorPosition() (x, y int) {
return currentUI.adjustPosition(input.Get().CursorPosition())
}
func AdjustedTouches() []*input.Touch {
ts := input.Get().Touches()
adjusted := make([]*input.Touch, len(ts))
for i, t := range ts {
x, y := currentUI.adjustPosition(t.Position())
adjusted[i] = input.NewTouch(t.ID(), x, y)
}
return adjusted
}
func (u *userInterface) adjustPosition(x, y int) (int, int) {
u.m.Lock()
ox, oy, _, _ := u.screenPaddingImpl()
s := u.scaleImpl()
as := s * getDeviceScale()
u.m.Unlock()
return int(float64(x)/s - ox/as), int(float64(y)/s - oy/as)
}
func IsCursorVisible() bool {
return false
}
func SetCursorVisible(visible bool) {
// Do nothing
}
func IsFullscreen() bool {
return false
}
func SetFullscreen(fullscreen bool) {
// Do nothing
}
func IsRunnableInBackground() bool {
return false
}
func SetRunnableInBackground(runnableInBackground bool) {
// Do nothing
}
func SetWindowTitle(title string) {
// Do nothing
}
func SetWindowIcon(iconImages []image.Image) {
// Do nothing
}
func IsWindowDecorated() bool {
return false
}
func SetWindowDecorated(decorated bool) {
// Do nothing
}
func IsWindowResizable() bool {
return false
}
func SetWindowResizable(decorated bool) {
// Do nothing
}
func IsVsyncEnabled() bool {
return true
}
func SetVsyncEnabled(enabled bool) {
// Do nothing
}
func UpdateTouches(touches []*input.Touch) {
input.Get().UpdateTouches(touches)
}
func DeviceScaleFactor() float64 {
return getDeviceScale()
}