mirror of
https://github.com/hajimehoshi/ebiten.git
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d1b9a0a9a1
After this change, the input APIs will return more consistent results for one frame. Closes #2496
147 lines
3.4 KiB
Go
147 lines
3.4 KiB
Go
// Copyright 2021 The Ebiten 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 nintendosdk
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package ui
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import (
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"runtime"
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"github.com/hajimehoshi/ebiten/v2/internal/gamepad"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl"
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"github.com/hajimehoshi/ebiten/v2/internal/nintendosdk"
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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.newOpenGL()
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return graphics, GraphicsLibraryOpenGL, err
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}
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func (*graphicsDriverCreatorImpl) newOpenGL() (graphicsdriver.Graphics, error) {
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return opengl.NewGraphics()
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}
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func (*graphicsDriverCreatorImpl) newDirectX() (graphicsdriver.Graphics, error) {
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return nil, nil
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}
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func (*graphicsDriverCreatorImpl) newMetal() (graphicsdriver.Graphics, error) {
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return nil, nil
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}
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const deviceScaleFactor = 1
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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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inputState InputState
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nativeTouches []nintendosdk.Touch
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}
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func (u *userInterfaceImpl) Run(game Game, options *RunOptions) error {
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u.context = newContext(game)
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g, 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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nintendosdk.InitializeGame()
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for {
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nintendosdk.BeginFrame()
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gamepad.Update()
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u.updateInputState()
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w, h := nintendosdk.ScreenSize()
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if err := u.context.updateFrame(u.graphicsDriver, float64(w), float64(h), deviceScaleFactor, u); err != nil {
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return err
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}
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nintendosdk.EndFrame()
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}
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}
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func (*userInterfaceImpl) DeviceScaleFactor() float64 {
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return deviceScaleFactor
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}
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func (*userInterfaceImpl) IsFocused() bool {
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return true
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}
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func (*userInterfaceImpl) ScreenSizeInFullscreen() (int, int) {
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return 0, 0
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}
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func (*userInterfaceImpl) resetForTick() {
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}
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func (*userInterfaceImpl) CursorMode() CursorMode {
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return CursorModeHidden
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}
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func (*userInterfaceImpl) SetCursorMode(mode CursorMode) {
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}
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func (*userInterfaceImpl) CursorShape() CursorShape {
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return CursorShapeDefault
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}
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func (*userInterfaceImpl) SetCursorShape(shape CursorShape) {
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}
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func (*userInterfaceImpl) IsFullscreen() bool {
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return false
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}
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func (*userInterfaceImpl) SetFullscreen(fullscreen bool) {
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}
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func (*userInterfaceImpl) IsRunnableOnUnfocused() bool {
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return false
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}
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func (*userInterfaceImpl) SetRunnableOnUnfocused(runnableOnUnfocused bool) {
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}
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func (*userInterfaceImpl) SetFPSMode(mode FPSModeType) {
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}
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func (*userInterfaceImpl) ScheduleFrame() {
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}
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func (*userInterfaceImpl) Window() Window {
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return &nullWindow{}
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}
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func (u *userInterfaceImpl) beginFrame(inputState *InputState) {
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*inputState = u.inputState
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u.inputState.resetForFrame()
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}
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func (u *userInterfaceImpl) endFrame() {
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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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