ebiten/internal/ui/ui_nintendosdk.go
Hajime Hoshi 8c25b07336 internal/ui: call updateInputState after layoutGame
The cursor position is affected by the current layout. Then, input
states should be updated after layoutGame is called.

Updates #2763
2023-09-17 14:58:32 +09:00

225 lines
4.7 KiB
Go

// 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 (
stdcontext "context"
"image"
"runtime"
"sync"
"golang.org/x/sync/errgroup"
"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
"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, nil
}
func (*graphicsDriverCreatorImpl) newMetal() (graphicsdriver.Graphics, error) {
return nil, nil
}
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 *userInterfaceImpl) Run(game Game, options *RunOptions) error {
u.context = newContext(game)
g, err := newGraphicsDriver(&graphicsDriverCreatorImpl{}, options.GraphicsLibrary)
if err != nil {
return err
}
u.graphicsDriver = g
n := C.ebitengine_Initialize()
if err := u.egl.init(n); err != nil {
return err
}
initializeProfiler()
u.mainThread = thread.NewOSThread()
u.renderThread = thread.NewOSThread()
graphicscommand.SetRenderThread(u.renderThread)
ctx, cancel := stdcontext.WithCancel(stdcontext.Background())
defer cancel()
var wg errgroup.Group
// Run the render thread.
wg.Go(func() error {
defer cancel()
_ = u.renderThread.Loop(ctx)
return nil
})
// Run the game thread.
wg.Go(func() error {
defer cancel()
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
}
}
})
// Run the main thread.
_ = u.mainThread.Loop(ctx)
if err := wg.Wait(); err != nil {
return err
}
return nil
}
func (*userInterfaceImpl) DeviceScaleFactor() float64 {
return deviceScaleFactor
}
func (*userInterfaceImpl) IsFocused() bool {
return true
}
func (*userInterfaceImpl) ScreenSizeInFullscreen() (int, int) {
return 0, 0
}
func (u *userInterfaceImpl) readInputState(inputState *InputState) {
u.m.Lock()
defer u.m.Unlock()
u.inputState.copyAndReset(inputState)
}
func (*userInterfaceImpl) CursorMode() CursorMode {
return CursorModeHidden
}
func (*userInterfaceImpl) SetCursorMode(mode CursorMode) {
}
func (*userInterfaceImpl) CursorShape() CursorShape {
return CursorShapeDefault
}
func (*userInterfaceImpl) SetCursorShape(shape CursorShape) {
}
func (*userInterfaceImpl) IsFullscreen() bool {
return false
}
func (*userInterfaceImpl) SetFullscreen(fullscreen bool) {
}
func (*userInterfaceImpl) IsRunnableOnUnfocused() bool {
return false
}
func (*userInterfaceImpl) SetRunnableOnUnfocused(runnableOnUnfocused bool) {
}
func (*userInterfaceImpl) SetFPSMode(mode FPSModeType) {
}
func (*userInterfaceImpl) ScheduleFrame() {
}
func (*userInterfaceImpl) Window() Window {
return &nullWindow{}
}
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 *userInterfaceImpl) AppendMonitors(mons []*Monitor) []*Monitor {
return append(mons, theMonitor)
}
func (u *userInterfaceImpl) Monitor() *Monitor {
return theMonitor
}
func (u *userInterfaceImpl) beginFrame() {
}
func (u *userInterfaceImpl) endFrame() {
}
func (u *userInterfaceImpl) updateIconIfNeeded() error {
return nil
}
func IsScreenTransparentAvailable() bool {
return false
}