mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 13:07:26 +01:00
114 lines
3.0 KiB
Go
114 lines
3.0 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 ebitenmobileview offers functions for OpenGL/Metal view of mobiles.
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//
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// The functions are not intended for public usages.
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// There is no guarantee of backward compatibility.
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package ebitenmobileview
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// #cgo ios LDFLAGS: -framework UIKit -framework GLKit -framework QuartzCore -framework OpenGLES
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//
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// #include <stdint.h>
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import "C"
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import (
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"math"
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"runtime"
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"github.com/hajimehoshi/ebiten"
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"github.com/hajimehoshi/ebiten/internal/uidriver/mobile"
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)
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type ViewRectSetter interface {
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SetViewRect(x, y, width, height int)
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}
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func Layout(viewWidth, viewHeight int, viewRectSetter ViewRectSetter) {
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theState.m.Lock()
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defer theState.m.Unlock()
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layout(viewWidth, viewHeight, viewRectSetter)
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}
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func layout(viewWidth, viewHeight int, viewRectSetter ViewRectSetter) {
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if theState.game == nil {
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// It is fine to override the existing function since only the last layout result matters.
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theState.delayedLayout = func() {
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layout(viewWidth, viewHeight, viewRectSetter)
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}
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return
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}
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// TODO: Layout must be called every frame like uiContext already did.
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w, h := theState.game.Layout(int(viewWidth), int(viewHeight))
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scaleX := float64(viewWidth) / float64(w)
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scaleY := float64(viewHeight) / float64(h)
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scale := math.Min(scaleX, scaleY)
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// To convert a logical offscreen size to the actual screen size, use Math.floor to use smaller and safer
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// values, or glitches can appear (#956).
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width := int(math.Floor(float64(w) * scale))
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height := int(math.Floor(float64(h) * scale))
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x := (viewWidth - width) / 2
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y := (viewHeight - height) / 2
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if theState.isRunning() {
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mobile.Get().SetScreenSizeAndScale(w, h, scale)
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} else {
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// The last argument 'title' is not used on mobile platforms, so just pass an empty string.
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theState.errorCh = ebiten.RunWithoutMainLoop(theState.game.Update, w, h, scale, "")
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}
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if viewRectSetter != nil {
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viewRectSetter.SetViewRect(x, y, width, height)
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}
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}
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func Update() error {
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runtime.LockOSThread()
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defer runtime.UnlockOSThread()
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theState.m.Lock()
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defer theState.m.Unlock()
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return update()
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}
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func update() error {
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if !theState.isRunning() {
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// start is not called yet, but as update can be called from another thread, it is OK. Just ignore
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// this.
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return nil
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}
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select {
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case err := <-theState.errorCh:
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return err
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default:
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}
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mobile.Get().Update()
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return nil
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}
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func Suspend() {
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mobile.Get().SetForeground(false)
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}
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func Resume() {
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mobile.Get().SetForeground(true)
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}
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