mirror of
https://github.com/hajimehoshi/ebiten.git
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5da80ef3a7
Updates #2799
182 lines
4.0 KiB
Go
182 lines
4.0 KiB
Go
// Copyright 2023 The Ebitengine Authors
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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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//go:build playstation5
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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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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/playstation5"
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)
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type graphicsDriverCreatorImpl struct{}
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func (g *graphicsDriverCreatorImpl) newAuto() (graphicsdriver.Graphics, GraphicsLibrary, error) {
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graphics, err := g.newPlayStation5()
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return graphics, GraphicsLibraryPlayStation5, err
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}
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func (*graphicsDriverCreatorImpl) newOpenGL() (graphicsdriver.Graphics, error) {
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return nil, errors.New("ui: OpenGL is not supported in this environment")
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}
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func (*graphicsDriverCreatorImpl) newDirectX() (graphicsdriver.Graphics, error) {
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return nil, errors.New("ui: DirectX is not supported in this environment")
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}
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func (*graphicsDriverCreatorImpl) newMetal() (graphicsdriver.Graphics, error) {
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return nil, errors.New("ui: Metal is not supported in this environment")
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}
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func (*graphicsDriverCreatorImpl) newPlayStation5() (graphicsdriver.Graphics, error) {
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return playstation5.NewGraphics()
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}
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const (
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// TODO: Get this value from the SDK.
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screenWidth = 3840
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screenHeight = 2160
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deviceScaleFactor = 1
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)
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func init() {
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runtime.LockOSThread()
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}
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type userInterfaceImpl struct {
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graphicsDriver graphicsdriver.Graphics
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context *context
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}
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func (u *UserInterface) init() error {
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return nil
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}
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func (u *UserInterface) Run(game Game, options *RunOptions) error {
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return u.run(game, options)
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}
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func (u *UserInterface) initOnMainThread(options *RunOptions) error {
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g, lib, err := newGraphicsDriver(&graphicsDriverCreatorImpl{}, options.GraphicsLibrary)
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if err != nil {
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return err
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}
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u.graphicsDriver = g
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u.setGraphicsLibrary(lib)
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return nil
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}
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func (u *UserInterface) loopGame() error {
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for {
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if err := u.context.updateFrame(u.graphicsDriver, screenWidth, screenHeight, deviceScaleFactor, u, nil); err != nil {
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return err
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}
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}
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return nil
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}
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func (*UserInterface) DeviceScaleFactor() float64 {
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return deviceScaleFactor
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}
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func (*UserInterface) IsFocused() bool {
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return true
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}
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func (*UserInterface) ScreenSizeInFullscreen() (int, int) {
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return 0, 0
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}
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func (u *UserInterface) readInputState(inputState *InputState) {
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// TODO: Implement this.
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}
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func (*UserInterface) CursorMode() CursorMode {
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return CursorModeHidden
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}
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func (*UserInterface) SetCursorMode(mode CursorMode) {
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}
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func (*UserInterface) CursorShape() CursorShape {
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return CursorShapeDefault
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}
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func (*UserInterface) SetCursorShape(shape CursorShape) {
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}
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func (*UserInterface) IsFullscreen() bool {
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return false
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}
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func (*UserInterface) SetFullscreen(fullscreen bool) {
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}
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func (*UserInterface) IsRunnableOnUnfocused() bool {
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return false
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}
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func (*UserInterface) SetRunnableOnUnfocused(runnableOnUnfocused bool) {
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}
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func (*UserInterface) FPSMode() FPSModeType {
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return FPSModeVsyncOn
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}
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func (*UserInterface) SetFPSMode(mode FPSModeType) {
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}
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func (*UserInterface) ScheduleFrame() {
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}
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func (*UserInterface) Window() Window {
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return &nullWindow{}
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}
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func (u *UserInterface) updateIconIfNeeded() error {
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return nil
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}
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type Monitor struct{}
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var theMonitor = &Monitor{}
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func (m *Monitor) Bounds() image.Rectangle {
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// TODO: This should return the available viewport dimensions.
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return image.Rectangle{}
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}
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func (m *Monitor) Name() string {
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return ""
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}
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func (u *UserInterface) AppendMonitors(mons []*Monitor) []*Monitor {
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return append(mons, theMonitor)
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}
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func (u *UserInterface) Monitor() *Monitor {
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return theMonitor
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}
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func IsScreenTransparentAvailable() bool {
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return false
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}
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