mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 13:07:26 +01:00
ba47a19b17
Even when error happens, the error was not received when renderCh received. This was the cause of freezing when error happens.
436 lines
8.9 KiB
Go
436 lines
8.9 KiB
Go
// Copyright 2016 Hajime Hoshi
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// +build android ios
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package ui
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import (
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"errors"
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"image"
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"runtime"
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"sync"
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"time"
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"golang.org/x/mobile/app"
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"golang.org/x/mobile/event/lifecycle"
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"golang.org/x/mobile/event/paint"
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"golang.org/x/mobile/event/size"
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"golang.org/x/mobile/event/touch"
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"golang.org/x/mobile/gl"
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"github.com/hajimehoshi/ebiten/internal/devicescale"
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"github.com/hajimehoshi/ebiten/internal/graphicsdriver/opengl"
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"github.com/hajimehoshi/ebiten/internal/hooks"
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"github.com/hajimehoshi/ebiten/internal/input"
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)
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var (
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glContextCh = make(chan gl.Context)
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renderCh = make(chan struct{})
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renderChEnd = make(chan struct{})
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currentUI = &userInterface{}
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)
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func Render(chError <-chan error) error {
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runtime.LockOSThread()
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defer runtime.UnlockOSThread()
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if chError == nil {
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return errors.New("ui: chError must not be nil")
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}
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// TODO: Check this is called on the rendering thread
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select {
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case err := <-chError:
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return err
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case renderCh <- struct{}{}:
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return opengl.Get().DoWork(renderChEnd)
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case <-time.After(500 * time.Millisecond):
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// This function must not be blocked. We need to break for timeout.
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return nil
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}
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}
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type userInterface struct {
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width int
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height int
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scale float64
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sizeChanged bool
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// Used for gomobile-build
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fullscreenScale float64
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fullscreenWidthPx int
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fullscreenHeightPx int
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m sync.RWMutex
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}
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var (
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deviceScaleVal float64
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deviceScaleM sync.Mutex
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)
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func getDeviceScale() float64 {
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deviceScaleM.Lock()
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defer deviceScaleM.Unlock()
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if deviceScaleVal == 0 {
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deviceScaleVal = devicescale.GetAt(0, 0)
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}
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return deviceScaleVal
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}
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// appMain is the main routine for gomobile-build mode.
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func appMain(a app.App) {
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var glctx gl.Context
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touches := map[touch.Sequence]*input.Touch{}
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for e := range a.Events() {
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switch e := a.Filter(e).(type) {
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case lifecycle.Event:
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switch e.Crosses(lifecycle.StageVisible) {
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case lifecycle.CrossOn:
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glctx, _ = e.DrawContext.(gl.Context)
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// Assume that glctx is always a same instance.
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// Then, only once initializing should be enough.
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if glContextCh != nil {
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glContextCh <- glctx
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glContextCh = nil
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}
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a.Send(paint.Event{})
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case lifecycle.CrossOff:
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glctx = nil
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}
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case size.Event:
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setFullscreen(e.WidthPx, e.HeightPx)
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case paint.Event:
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if glctx == nil || e.External {
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continue
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}
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renderCh <- struct{}{}
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<-renderChEnd
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a.Publish()
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a.Send(paint.Event{})
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case touch.Event:
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switch e.Type {
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case touch.TypeBegin, touch.TypeMove:
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s := getDeviceScale()
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x, y := float64(e.X)/s, float64(e.Y)/s
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// TODO: Is it ok to cast from int64 to int here?
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t := input.NewTouch(int(e.Sequence), int(x), int(y))
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touches[e.Sequence] = t
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case touch.TypeEnd:
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delete(touches, e.Sequence)
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}
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ts := []*input.Touch{}
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for _, t := range touches {
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ts = append(ts, t)
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}
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UpdateTouches(ts)
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}
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}
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}
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func Run(width, height int, scale float64, title string, g GraphicsContext, mainloop bool) error {
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u := currentUI
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u.m.Lock()
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u.width = width
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u.height = height
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u.scale = scale
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u.sizeChanged = true
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u.m.Unlock()
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// title is ignored?
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if mainloop {
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ctx := <-glContextCh
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opengl.Get().InitWithContext(ctx)
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} else {
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opengl.Get().Init()
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}
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// Force to set the screen size
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u.updateGraphicsContext(g)
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for {
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if err := u.update(g); err != nil {
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return err
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}
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}
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}
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// Loop runs the main routine for gomobile-build.
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func Loop(ch <-chan error) error {
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go func() {
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// As mobile apps never ends, Loop can't return. Just panic here.
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err := <-ch
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panic(err)
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}()
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app.Main(appMain)
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return nil
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}
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func (u *userInterface) updateGraphicsContext(g GraphicsContext) {
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width, height := 0, 0
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actualScale := 0.0
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u.m.Lock()
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sizeChanged := u.sizeChanged
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if sizeChanged {
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width = u.width
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height = u.height
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actualScale = u.scaleImpl() * getDeviceScale()
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}
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u.sizeChanged = false
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u.m.Unlock()
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if sizeChanged {
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// Sizing also calls GL functions
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g.SetSize(width, height, actualScale)
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}
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}
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func actualScale() float64 {
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return currentUI.actualScale()
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}
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func (u *userInterface) actualScale() float64 {
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u.m.Lock()
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s := u.scaleImpl() * getDeviceScale()
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u.m.Unlock()
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return s
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}
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func (u *userInterface) scaleImpl() float64 {
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scale := u.scale
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if u.fullscreenScale != 0 {
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scale = u.fullscreenScale
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}
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return scale
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}
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func (u *userInterface) update(g GraphicsContext) error {
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render:
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for {
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select {
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case <-renderCh:
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break render
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case <-time.After(500 * time.Millisecond):
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hooks.SuspendAudio()
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continue
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}
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}
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hooks.ResumeAudio()
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defer func() {
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renderChEnd <- struct{}{}
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}()
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if err := g.Update(func() {
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u.updateGraphicsContext(g)
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}); err != nil {
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return err
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}
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return nil
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}
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func screenSize() (int, int) {
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return currentUI.screenSize()
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}
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func (u *userInterface) screenSize() (int, int) {
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u.m.Lock()
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w, h := u.width, u.height
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u.m.Unlock()
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return w, h
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}
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func ScreenSizeInFullscreen() (int, int) {
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// TODO: This function should return fullscreenWidthPx, fullscreenHeightPx,
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// but these values are not initialized until the main loop starts.
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return 0, 0
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}
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func SetScreenSize(width, height int) bool {
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currentUI.setScreenSize(width, height)
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return true
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}
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func (u *userInterface) setScreenSize(width, height int) {
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u.m.Lock()
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if u.width != width || u.height != height {
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u.width = width
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u.height = height
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u.updateFullscreenScaleIfNeeded()
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u.sizeChanged = true
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}
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u.m.Unlock()
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}
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func SetScreenScale(scale float64) bool {
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currentUI.setScreenScale(scale)
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return false
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}
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func (u *userInterface) setScreenScale(scale float64) {
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u.m.Lock()
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if u.scale != scale {
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u.scale = scale
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u.sizeChanged = true
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}
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u.m.Unlock()
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}
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func ScreenScale() float64 {
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u := currentUI
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u.m.RLock()
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s := u.scale
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u.m.RUnlock()
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return s
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}
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func setFullscreen(widthPx, heightPx int) {
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currentUI.setFullscreen(widthPx, heightPx)
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}
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func (u *userInterface) setFullscreen(widthPx, heightPx int) {
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u.m.Lock()
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u.fullscreenWidthPx = widthPx
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u.fullscreenHeightPx = heightPx
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u.updateFullscreenScaleIfNeeded()
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u.sizeChanged = true
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u.m.Unlock()
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}
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func (u *userInterface) updateFullscreenScaleIfNeeded() {
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if u.fullscreenWidthPx == 0 || u.fullscreenHeightPx == 0 {
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return
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}
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w, h := u.width, u.height
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scaleX := float64(u.fullscreenWidthPx) / float64(w)
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scaleY := float64(u.fullscreenHeightPx) / float64(h)
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scale := scaleX
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if scale > scaleY {
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scale = scaleY
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}
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u.fullscreenScale = scale / getDeviceScale()
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u.sizeChanged = true
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}
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func ScreenPadding() (x0, y0, x1, y1 float64) {
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return currentUI.screenPadding()
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}
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func (u *userInterface) screenPadding() (x0, y0, x1, y1 float64) {
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u.m.Lock()
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x0, y0, x1, y1 = u.screenPaddingImpl()
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u.m.Unlock()
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return
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}
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func (u *userInterface) screenPaddingImpl() (x0, y0, x1, y1 float64) {
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if u.fullscreenScale == 0 {
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return 0, 0, 0, 0
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}
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s := u.fullscreenScale * getDeviceScale()
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ox := (float64(u.fullscreenWidthPx) - float64(u.width)*s) / 2
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oy := (float64(u.fullscreenHeightPx) - float64(u.height)*s) / 2
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return ox, oy, ox, oy
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}
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func AdjustedCursorPosition() (x, y int) {
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return currentUI.adjustPosition(input.Get().CursorPosition())
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}
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func AdjustedTouches() []*input.Touch {
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ts := input.Get().Touches()
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adjusted := make([]*input.Touch, len(ts))
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for i, t := range ts {
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x, y := currentUI.adjustPosition(t.Position())
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adjusted[i] = input.NewTouch(t.ID(), x, y)
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}
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return adjusted
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}
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func (u *userInterface) adjustPosition(x, y int) (int, int) {
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u.m.Lock()
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ox, oy, _, _ := u.screenPaddingImpl()
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s := u.scaleImpl()
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as := s * getDeviceScale()
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u.m.Unlock()
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return int(float64(x)/s - ox/as), int(float64(y)/s - oy/as)
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}
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func IsCursorVisible() bool {
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return false
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}
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func SetCursorVisible(visible bool) {
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// Do nothing
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}
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func IsFullscreen() bool {
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return false
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}
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func SetFullscreen(fullscreen bool) {
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// Do nothing
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}
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func IsRunnableInBackground() bool {
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return false
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}
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func SetRunnableInBackground(runnableInBackground bool) {
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// Do nothing
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}
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func SetWindowTitle(title string) {
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// Do nothing
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}
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func SetWindowIcon(iconImages []image.Image) {
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// Do nothing
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}
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func IsWindowDecorated() bool {
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return false
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}
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func SetWindowDecorated(decorated bool) {
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// Do nothing
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}
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func IsWindowResizable() bool {
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return false
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}
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func SetWindowResizable(decorated bool) {
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// Do nothing
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}
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func IsVsyncEnabled() bool {
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return true
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}
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func SetVsyncEnabled(enabled bool) {
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// Do nothing
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}
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func UpdateTouches(touches []*input.Touch) {
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input.Get().UpdateTouches(touches)
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}
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func DeviceScaleFactor() float64 {
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return getDeviceScale()
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}
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