ebiten/internal/ui/ui_playstation5.go
Hajime Hoshi 630789757f all: add files for PlayStation 5
The implementation is WIP.

Updates #2799
2023-10-16 00:54:08 +09:00

163 lines
3.5 KiB
Go

// Copyright 2023 The Ebitengine 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 playstation5
package ui
import (
"errors"
"image"
"runtime"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
)
type graphicsDriverCreatorImpl struct{}
func (g *graphicsDriverCreatorImpl) newAuto() (graphicsdriver.Graphics, GraphicsLibrary, error) {
graphics, err := g.newPlayStation5()
return graphics, GraphicsLibraryPlayStation5, err
}
func (*graphicsDriverCreatorImpl) newOpenGL() (graphicsdriver.Graphics, error) {
return nil, errors.New("ui: OpenGL is not supported in this environment")
}
func (*graphicsDriverCreatorImpl) newDirectX() (graphicsdriver.Graphics, error) {
return nil, errors.New("ui: DirectX is not supported in this environment")
}
func (*graphicsDriverCreatorImpl) newMetal() (graphicsdriver.Graphics, error) {
return nil, errors.New("ui: Metal is not supported in this environment")
}
func (*graphicsDriverCreatorImpl) newPlayStation5() (graphicsdriver.Graphics, error) {
return nil, errors.New("ui: not implemented yet")
}
const deviceScaleFactor = 1
func init() {
runtime.LockOSThread()
}
type userInterfaceImpl struct {
graphicsDriver graphicsdriver.Graphics
context *context
}
func (u *UserInterface) init() error {
return nil
}
func (u *UserInterface) Run(game Game, options *RunOptions) error {
// TODO: Implement this.
return nil
}
func (*UserInterface) DeviceScaleFactor() float64 {
return deviceScaleFactor
}
func (*UserInterface) IsFocused() bool {
return true
}
func (*UserInterface) ScreenSizeInFullscreen() (int, int) {
return 0, 0
}
func (u *UserInterface) readInputState(inputState *InputState) {
// TODO: Implement this.
}
func (*UserInterface) CursorMode() CursorMode {
return CursorModeHidden
}
func (*UserInterface) SetCursorMode(mode CursorMode) {
}
func (*UserInterface) CursorShape() CursorShape {
return CursorShapeDefault
}
func (*UserInterface) SetCursorShape(shape CursorShape) {
}
func (*UserInterface) IsFullscreen() bool {
return false
}
func (*UserInterface) SetFullscreen(fullscreen bool) {
}
func (*UserInterface) IsRunnableOnUnfocused() bool {
return false
}
func (*UserInterface) SetRunnableOnUnfocused(runnableOnUnfocused bool) {
}
func (*UserInterface) FPSMode() FPSModeType {
return FPSModeVsyncOn
}
func (*UserInterface) SetFPSMode(mode FPSModeType) {
}
func (*UserInterface) ScheduleFrame() {
}
func (*UserInterface) Window() Window {
return &nullWindow{}
}
func (u *UserInterface) beginFrame() {
}
func (u *UserInterface) endFrame() {
}
func (u *UserInterface) updateIconIfNeeded() error {
return nil
}
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 *UserInterface) AppendMonitors(mons []*Monitor) []*Monitor {
return append(mons, theMonitor)
}
func (u *UserInterface) Monitor() *Monitor {
return theMonitor
}
func IsScreenTransparentAvailable() bool {
return false
}