ebiten/internal/ui/ui_mobile.go

497 lines
11 KiB
Go

// Copyright 2016 Hajime Hoshi
//
// 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 android || ios
package ui
import (
stdcontext "context"
"fmt"
"image"
"runtime/debug"
"sync"
"sync/atomic"
"unicode"
"golang.org/x/mobile/app"
"golang.org/x/mobile/event/key"
"golang.org/x/mobile/event/lifecycle"
"golang.org/x/mobile/event/paint"
"golang.org/x/mobile/event/size"
"golang.org/x/mobile/event/touch"
"golang.org/x/mobile/gl"
"github.com/hajimehoshi/ebiten/v2/internal/gamepad"
"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
"github.com/hajimehoshi/ebiten/v2/internal/hook"
"github.com/hajimehoshi/ebiten/v2/internal/restorable"
"github.com/hajimehoshi/ebiten/v2/internal/thread"
)
var (
glContextCh = make(chan gl.Context, 1)
// renderCh receives when updating starts.
renderCh = make(chan struct{})
// renderEndCh receives when updating finishes.
renderEndCh = make(chan struct{})
)
func (u *UserInterface) init() error {
u.userInterfaceImpl = userInterfaceImpl{
foreground: 1,
graphicsLibraryInitCh: make(chan struct{}),
errCh: make(chan error),
// Give a default outside size so that the game can start without initializing them.
outsideWidth: 640,
outsideHeight: 480,
}
return nil
}
// Update is called from mobile/ebitenmobileview.
//
// Update must be called on the rendering thread.
func (u *UserInterface) Update() error {
select {
case err := <-u.errCh:
return err
default:
}
if !u.IsFocused() {
return nil
}
if err := gamepad.Update(); err != nil {
return err
}
ctx, cancel := stdcontext.WithCancel(stdcontext.Background())
defer cancel()
renderCh <- struct{}{}
go func() {
<-renderEndCh
cancel()
}()
_ = u.renderThread.Loop(ctx)
return nil
}
type userInterfaceImpl struct {
graphicsDriver graphicsdriver.Graphics
graphicsLibraryInitCh chan struct{}
outsideWidth float64
outsideHeight float64
deviceScaleFactorOnce sync.Once
deviceScaleFactor float64
foreground int32
errCh chan error
// Used for gomobile-build
gbuildWidthPx int
gbuildHeightPx int
setGBuildSizeCh chan struct{}
once sync.Once
context *context
inputState InputState
touches []TouchForInput
fpsMode int32
renderRequester RenderRequester
renderThread *thread.OSThread
m sync.RWMutex
}
// appMain is the main routine for gomobile-build mode.
func (u *UserInterface) appMain(a app.App) {
var glctx gl.Context
var sizeInited bool
touches := map[touch.Sequence]TouchForInput{}
keys := map[Key]struct{}{}
for e := range a.Events() {
var updateInput bool
var runes []rune
switch e := a.Filter(e).(type) {
case lifecycle.Event:
switch e.Crosses(lifecycle.StageVisible) {
case lifecycle.CrossOn:
if err := u.SetForeground(true); err != nil {
// There are no other ways than panicking here.
panic(err)
}
restorable.OnContextLost()
glctx, _ = e.DrawContext.(gl.Context)
// Assume that glctx is always a same instance.
// Then, only once initializing should be enough.
if glContextCh != nil {
glContextCh <- glctx
glContextCh = nil
}
a.Send(paint.Event{})
case lifecycle.CrossOff:
if err := u.SetForeground(false); err != nil {
// There are no other ways than panicking here.
panic(err)
}
glctx = nil
}
case size.Event:
u.setGBuildSize(e.WidthPx, e.HeightPx)
sizeInited = true
case paint.Event:
if !sizeInited {
a.Send(paint.Event{})
continue
}
if glctx == nil || e.External {
continue
}
renderCh <- struct{}{}
<-renderEndCh
a.Publish()
a.Send(paint.Event{})
case touch.Event:
if !sizeInited {
continue
}
switch e.Type {
case touch.TypeBegin, touch.TypeMove:
s := u.DeviceScaleFactor()
touches[e.Sequence] = TouchForInput{
ID: TouchID(e.Sequence),
X: float64(e.X) / s,
Y: float64(e.Y) / s,
}
case touch.TypeEnd:
delete(touches, e.Sequence)
}
updateInput = true
case key.Event:
k, ok := gbuildKeyToUIKey[e.Code]
if ok {
switch e.Direction {
case key.DirPress, key.DirNone:
keys[k] = struct{}{}
case key.DirRelease:
delete(keys, k)
}
}
switch e.Direction {
case key.DirPress, key.DirNone:
if e.Rune != -1 && unicode.IsPrint(e.Rune) {
runes = []rune{e.Rune}
}
}
updateInput = true
}
if updateInput {
var ts []TouchForInput
for _, t := range touches {
ts = append(ts, t)
}
u.updateInputStateFromOutside(keys, runes, ts)
}
}
}
func (u *UserInterface) SetForeground(foreground bool) error {
var v int32
if foreground {
v = 1
}
atomic.StoreInt32(&u.foreground, v)
if foreground {
return hook.ResumeAudio()
} else {
return hook.SuspendAudio()
}
}
func (u *UserInterface) Run(game Game, options *RunOptions) error {
u.setGBuildSizeCh = make(chan struct{})
go func() {
if err := u.runMobile(game, true, options); err != nil {
// As mobile apps never ends, Loop can't return. Just panic here.
panic(err)
}
}()
app.Main(u.appMain)
return nil
}
func (u *UserInterface) RunWithoutMainLoop(game Game, options *RunOptions) {
go func() {
if err := u.runMobile(game, false, options); err != nil {
u.errCh <- err
}
}()
}
func (u *UserInterface) runMobile(game Game, mainloop bool, options *RunOptions) (err error) {
// Convert the panic to a regular error so that Java/Objective-C layer can treat this easily e.g., for
// Crashlytics. A panic is treated as SIGABRT, and there is no way to handle this on Java/Objective-C layer
// unfortunately.
// TODO: Panic on other goroutines cannot be handled here.
defer func() {
if r := recover(); r != nil {
err = fmt.Errorf("%v\n%s", r, string(debug.Stack()))
}
}()
var mgl gl.Context
if mainloop {
// When gomobile-build is used, GL functions must be called via
// gl.Context so that they are called on the appropriate thread.
mgl = <-glContextCh
} else {
u.renderThread = thread.NewOSThread()
graphicscommand.SetRenderThread(u.renderThread)
}
u.setRunning(true)
defer u.setRunning(false)
u.context = newContext(game)
g, lib, err := newGraphicsDriver(&graphicsDriverCreatorImpl{
gomobileContext: mgl,
}, options.GraphicsLibrary)
if err != nil {
return err
}
u.graphicsDriver = g
u.setGraphicsLibrary(lib)
close(u.graphicsLibraryInitCh)
// If gomobile-build is used, wait for the outside size fixed.
if u.setGBuildSizeCh != nil {
<-u.setGBuildSizeCh
}
for {
if err := u.update(); err != nil {
return err
}
}
}
// outsideSize must be called on the same goroutine as update().
func (u *UserInterface) outsideSize() (float64, float64) {
var outsideWidth, outsideHeight float64
u.m.RLock()
if u.gbuildWidthPx == 0 || u.gbuildHeightPx == 0 {
outsideWidth = u.outsideWidth
outsideHeight = u.outsideHeight
} else {
// gomobile build
d := u.DeviceScaleFactor()
outsideWidth = float64(u.gbuildWidthPx) / d
outsideHeight = float64(u.gbuildHeightPx) / d
}
u.m.RUnlock()
return outsideWidth, outsideHeight
}
func (u *UserInterface) update() error {
<-renderCh
defer func() {
renderEndCh <- struct{}{}
}()
w, h := u.outsideSize()
if err := u.context.updateFrame(u.graphicsDriver, w, h, u.DeviceScaleFactor(), u, nil); err != nil {
return err
}
return nil
}
func (u *UserInterface) ScreenSizeInFullscreen() (int, int) {
// TODO: This function should return gbuildWidthPx, gbuildHeightPx,
// but these values are not initialized until the main loop starts.
return 0, 0
}
// SetOutsideSize is called from mobile/ebitenmobileview.
//
// SetOutsideSize is concurrent safe.
func (u *UserInterface) SetOutsideSize(outsideWidth, outsideHeight float64) {
u.m.Lock()
if u.outsideWidth != outsideWidth || u.outsideHeight != outsideHeight {
u.outsideWidth = outsideWidth
u.outsideHeight = outsideHeight
}
u.m.Unlock()
}
func (u *UserInterface) setGBuildSize(widthPx, heightPx int) {
u.m.Lock()
u.gbuildWidthPx = widthPx
u.gbuildHeightPx = heightPx
u.m.Unlock()
u.once.Do(func() {
close(u.setGBuildSizeCh)
})
}
func (u *UserInterface) CursorMode() CursorMode {
return CursorModeHidden
}
func (u *UserInterface) SetCursorMode(mode CursorMode) {
// Do nothing
}
func (u *UserInterface) CursorShape() CursorShape {
return CursorShapeDefault
}
func (u *UserInterface) SetCursorShape(shape CursorShape) {
// Do nothing
}
func (u *UserInterface) IsFullscreen() bool {
return false
}
func (u *UserInterface) SetFullscreen(fullscreen bool) {
// Do nothing
}
func (u *UserInterface) IsFocused() bool {
return atomic.LoadInt32(&u.foreground) != 0
}
func (u *UserInterface) IsRunnableOnUnfocused() bool {
return false
}
func (u *UserInterface) SetRunnableOnUnfocused(runnableOnUnfocused bool) {
// Do nothing
}
func (u *UserInterface) FPSMode() FPSModeType {
return FPSModeType(atomic.LoadInt32(&u.fpsMode))
}
func (u *UserInterface) SetFPSMode(mode FPSModeType) {
atomic.StoreInt32(&u.fpsMode, int32(mode))
u.updateExplicitRenderingModeIfNeeded(mode)
}
func (u *UserInterface) updateExplicitRenderingModeIfNeeded(fpsMode FPSModeType) {
if u.renderRequester == nil {
return
}
u.renderRequester.SetExplicitRenderingMode(fpsMode == FPSModeVsyncOffMinimum)
}
func (u *UserInterface) DeviceScaleFactor() float64 {
// Assume that the device scale factor never changes on mobiles.
u.deviceScaleFactorOnce.Do(func() {
u.deviceScaleFactor = deviceScaleFactorImpl()
})
return u.deviceScaleFactor
}
func (u *UserInterface) readInputState(inputState *InputState) {
u.m.Lock()
defer u.m.Unlock()
u.inputState.copyAndReset(inputState)
}
func (u *UserInterface) 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 *UserInterface) AppendMonitors(mons []*Monitor) []*Monitor {
return append(mons, theMonitor)
}
func (u *UserInterface) Monitor() *Monitor {
return theMonitor
}
func (u *UserInterface) UpdateInput(keys map[Key]struct{}, runes []rune, touches []TouchForInput) {
u.updateInputStateFromOutside(keys, runes, touches)
if FPSModeType(atomic.LoadInt32(&u.fpsMode)) == FPSModeVsyncOffMinimum {
u.renderRequester.RequestRenderIfNeeded()
}
}
type RenderRequester interface {
SetExplicitRenderingMode(explicitRendering bool)
RequestRenderIfNeeded()
}
func (u *UserInterface) SetRenderRequester(renderRequester RenderRequester) {
u.renderRequester = renderRequester
u.updateExplicitRenderingModeIfNeeded(FPSModeType(atomic.LoadInt32(&u.fpsMode)))
}
func (u *UserInterface) ScheduleFrame() {
if u.renderRequester != nil && FPSModeType(atomic.LoadInt32(&u.fpsMode)) == FPSModeVsyncOffMinimum {
u.renderRequester.RequestRenderIfNeeded()
}
}
func (u *UserInterface) beginFrame() {
}
func (u *UserInterface) endFrame() {
}
func (u *UserInterface) updateIconIfNeeded() error {
return nil
}
func IsScreenTransparentAvailable() bool {
return false
}