mirror of
https://github.com/hajimehoshi/ebiten.git
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f98003bcd5
This works only for macOS Metal and WebGL so far. Closes #2871
327 lines
7.4 KiB
Go
327 lines
7.4 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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//go:build android || ios
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package ui
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import (
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stdcontext "context"
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"fmt"
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"runtime"
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"runtime/debug"
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"sync"
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"sync/atomic"
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"github.com/hajimehoshi/ebiten/v2/internal/gamepad"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/hook"
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)
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var (
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// renderCh receives when updating starts.
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renderCh = make(chan struct{})
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// renderEndCh receives when updating finishes.
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renderEndCh = make(chan struct{})
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)
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func (u *UserInterface) init() error {
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u.userInterfaceImpl = userInterfaceImpl{
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graphicsLibraryInitCh: make(chan struct{}),
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errCh: make(chan error),
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// Give a default outside size so that the game can start without initializing them.
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outsideWidth: 640,
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outsideHeight: 480,
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}
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u.foreground.Store(true)
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return nil
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}
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// Update is called from mobile/ebitenmobileview.
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//
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// Update must be called on the rendering thread.
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func (u *UserInterface) Update() error {
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select {
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case err := <-u.errCh:
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return err
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default:
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}
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if !u.IsFocused() {
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return nil
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}
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if err := gamepad.Update(); err != nil {
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return err
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}
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ctx, cancel := stdcontext.WithCancel(stdcontext.Background())
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defer cancel()
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renderCh <- struct{}{}
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go func() {
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<-renderEndCh
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cancel()
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}()
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graphicscommand.LoopRenderThread(ctx)
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return nil
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}
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type userInterfaceImpl struct {
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graphicsDriver graphicsdriver.Graphics
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graphicsLibraryInitCh chan struct{}
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outsideWidth float64
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outsideHeight float64
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foreground atomic.Bool
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errCh chan error
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context *context
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inputState InputState
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touches []TouchForInput
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fpsMode atomic.Int32
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renderRequester RenderRequester
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m sync.RWMutex
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}
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func (u *UserInterface) SetForeground(foreground bool) error {
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u.foreground.Store(foreground)
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if foreground {
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return hook.ResumeAudio()
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} else {
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return hook.SuspendAudio()
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}
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}
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func (u *UserInterface) Run(game Game, options *RunOptions) error {
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return fmt.Errorf("internal/ui: Run is not implemented for GOOS=%s", runtime.GOOS)
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}
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func (u *UserInterface) RunWithoutMainLoop(game Game, options *RunOptions) {
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go func() {
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if err := u.runMobile(game, options); err != nil {
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u.errCh <- err
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}
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}()
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}
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func (u *UserInterface) runMobile(game Game, options *RunOptions) (err error) {
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// Convert the panic to a regular error so that Java/Objective-C layer can treat this easily e.g., for
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// Crashlytics. A panic is treated as SIGABRT, and there is no way to handle this on Java/Objective-C layer
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// unfortunately.
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// TODO: Panic on other goroutines cannot be handled here.
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defer func() {
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if r := recover(); r != nil {
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err = fmt.Errorf("%v\n%s", r, string(debug.Stack()))
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}
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}()
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graphicscommand.SetOSThreadAsRenderThread()
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u.setRunning(true)
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defer u.setRunning(false)
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u.context = newContext(game)
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g, lib, err := newGraphicsDriver(&graphicsDriverCreatorImpl{
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colorSpace: options.ColorSpace,
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}, 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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close(u.graphicsLibraryInitCh)
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for {
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if err := u.update(); err != nil {
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return err
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}
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}
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}
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// outsideSize must be called on the same goroutine as update().
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func (u *UserInterface) outsideSize() (float64, float64) {
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u.m.RLock()
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defer u.m.RUnlock()
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return u.outsideWidth, u.outsideHeight
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}
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func (u *UserInterface) update() error {
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<-renderCh
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defer func() {
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renderEndCh <- struct{}{}
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}()
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w, h := u.outsideSize()
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if err := u.context.updateFrame(u.graphicsDriver, w, h, theMonitor.DeviceScaleFactor(), u); 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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// SetOutsideSize is called from mobile/ebitenmobileview.
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//
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// SetOutsideSize is concurrent safe.
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func (u *UserInterface) SetOutsideSize(outsideWidth, outsideHeight float64) {
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u.m.Lock()
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defer u.m.Unlock()
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if u.outsideWidth != outsideWidth || u.outsideHeight != outsideHeight {
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u.outsideWidth = outsideWidth
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u.outsideHeight = outsideHeight
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}
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}
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func (u *UserInterface) CursorMode() CursorMode {
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return CursorModeHidden
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}
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func (u *UserInterface) SetCursorMode(mode CursorMode) {
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// Do nothing
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}
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func (u *UserInterface) CursorShape() CursorShape {
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return CursorShapeDefault
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}
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func (u *UserInterface) SetCursorShape(shape CursorShape) {
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// Do nothing
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}
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func (u *UserInterface) IsFullscreen() bool {
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return false
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}
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func (u *UserInterface) SetFullscreen(fullscreen bool) {
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// Do nothing
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}
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func (u *UserInterface) IsFocused() bool {
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return u.foreground.Load()
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}
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func (u *UserInterface) IsRunnableOnUnfocused() bool {
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return false
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}
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func (u *UserInterface) SetRunnableOnUnfocused(runnableOnUnfocused bool) {
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// Do nothing
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}
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func (u *UserInterface) FPSMode() FPSModeType {
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return FPSModeType(u.fpsMode.Load())
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}
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func (u *UserInterface) SetFPSMode(mode FPSModeType) {
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u.fpsMode.Store(int32(mode))
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u.updateExplicitRenderingModeIfNeeded(mode)
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}
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func (u *UserInterface) updateExplicitRenderingModeIfNeeded(fpsMode FPSModeType) {
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if u.renderRequester == nil {
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return
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}
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u.renderRequester.SetExplicitRenderingMode(fpsMode == FPSModeVsyncOffMinimum)
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}
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func (u *UserInterface) readInputState(inputState *InputState) {
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u.m.Lock()
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defer u.m.Unlock()
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u.inputState.copyAndReset(inputState)
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}
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func (u *UserInterface) Window() Window {
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return &nullWindow{}
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}
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type Monitor struct {
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deviceScaleFactor float64
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deviceScaleFactorOnce sync.Once
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m sync.Mutex
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}
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var theMonitor = &Monitor{}
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func (m *Monitor) Name() string {
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return ""
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}
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func (m *Monitor) DeviceScaleFactor() float64 {
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m.m.Lock()
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defer m.m.Unlock()
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// The device scale factor can be obtained after the main function starts, especially on Android.
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// Initialize this lazily.
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m.deviceScaleFactorOnce.Do(func() {
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// Assume that the device scale factor never changes on mobiles.
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m.deviceScaleFactor = deviceScaleFactorImpl()
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})
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return m.deviceScaleFactor
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}
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func (m *Monitor) Size() (int, int) {
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// TODO: Return a valid value.
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return 0, 0
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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 (u *UserInterface) UpdateInput(keys map[Key]struct{}, runes []rune, touches []TouchForInput) {
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u.updateInputStateFromOutside(keys, runes, touches)
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if FPSModeType(u.fpsMode.Load()) == FPSModeVsyncOffMinimum {
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u.renderRequester.RequestRenderIfNeeded()
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}
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}
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type RenderRequester interface {
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SetExplicitRenderingMode(explicitRendering bool)
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RequestRenderIfNeeded()
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}
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func (u *UserInterface) SetRenderRequester(renderRequester RenderRequester) {
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u.renderRequester = renderRequester
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u.updateExplicitRenderingModeIfNeeded(FPSModeType(u.fpsMode.Load()))
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}
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func (u *UserInterface) ScheduleFrame() {
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if u.renderRequester != nil && FPSModeType(u.fpsMode.Load()) == FPSModeVsyncOffMinimum {
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u.renderRequester.RequestRenderIfNeeded()
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}
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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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func IsScreenTransparentAvailable() bool {
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return false
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}
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