ebiten/internal/uidriver/mobile/ui.go
Hajime Hoshi 2b9cd5aed6 uidriver/mobile: Bug fix: Compile error
TravisCI doesn't compile for mobiles, so we missed this error.

Updates #1037
2020-01-18 17:39:36 +09:00

426 lines
9.2 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.
// +build android ios
package mobile
import (
"context"
"fmt"
"runtime/debug"
"sync"
"time"
"golang.org/x/mobile/app"
"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/internal/devicescale"
"github.com/hajimehoshi/ebiten/internal/driver"
"github.com/hajimehoshi/ebiten/internal/graphicsdriver/opengl"
"github.com/hajimehoshi/ebiten/internal/hooks"
"github.com/hajimehoshi/ebiten/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{})
theUI = &UserInterface{}
)
func init() {
theUI.input.ui = theUI
}
func Get() *UserInterface {
return theUI
}
func (u *UserInterface) Update() {
renderCh <- struct{}{}
ctx, cancel := context.WithCancel(context.Background())
go func() {
<-renderEndCh
if u.t != nil {
u.t.Call(func() error {
cancel()
return nil
})
} else {
cancel()
}
}()
if u.Graphics().IsGL() {
if u.glWorker == nil {
panic("mobile: glWorker must be initialized but not")
}
workAvailable := u.glWorker.WorkAvailable()
loop:
for {
select {
case <-workAvailable:
u.glWorker.DoWork()
case <-ctx.Done():
break loop
}
}
return
} else {
u.t.Loop(ctx)
}
}
type UserInterface struct {
// TODO: Remove these members: the driver layer should not care about the game screen size.
width int
height int
scale float64
sizeChanged bool
// Used for gomobile-build
gbuildWidthPx int
gbuildHeightPx int
setGBuildSizeCh chan struct{}
once sync.Once
context driver.UIContext
input Input
t *thread.Thread
glWorker gl.Worker
m sync.RWMutex
}
func deviceScale() float64 {
return devicescale.GetAt(0, 0)
}
// 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]*Touch{}
for e := range a.Events() {
switch e := a.Filter(e).(type) {
case lifecycle.Event:
switch e.Crosses(lifecycle.StageVisible) {
case lifecycle.CrossOn:
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:
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 := deviceScale()
x, y := float64(e.X)/s, float64(e.Y)/s
// TODO: Is it ok to cast from int64 to int here?
touches[e.Sequence] = &Touch{
ID: int(e.Sequence),
X: int(x),
Y: int(y),
}
case touch.TypeEnd:
delete(touches, e.Sequence)
}
ts := []*Touch{}
for _, t := range touches {
ts = append(ts, t)
}
u.input.update(ts)
}
}
}
func (u *UserInterface) Run(context driver.UIContext) error {
// TODO: Remove width/height/scale arguments. They are not used from gomobile-build.
u.setGBuildSizeCh = make(chan struct{})
go func() {
if err := u.run(16, 16, 1, context, true); 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(width, height int, scale float64, title string, context driver.UIContext) <-chan error {
ch := make(chan error)
go func() {
defer close(ch)
// title is ignored?
if err := u.run(width, height, scale, context, false); err != nil {
ch <- err
}
}()
return ch
}
func (u *UserInterface) run(width, height int, scale float64, context driver.UIContext, mainloop bool) (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%q", r, string(debug.Stack()))
}
}()
u.m.Lock()
u.width = width
u.height = height
u.scale = scale
u.sizeChanged = true
u.context = context
u.m.Unlock()
if u.Graphics().IsGL() {
var ctx gl.Context
if mainloop {
ctx = <-glContextCh
} else {
ctx, u.glWorker = gl.NewContext()
}
u.Graphics().(*opengl.Driver).SetMobileGLContext(ctx)
} else {
u.t = thread.New()
u.Graphics().SetThread(u.t)
}
// If gomobile-build is used, wait for the outside size fixed.
if u.setGBuildSizeCh != nil {
<-u.setGBuildSizeCh
}
// Force to set the screen size
u.updateSize(context)
for {
if err := u.update(context); err != nil {
return err
}
}
}
func (u *UserInterface) updateSize(context driver.UIContext) {
var width, height float64
u.m.Lock()
sizeChanged := u.sizeChanged
if sizeChanged {
if u.gbuildWidthPx == 0 || u.gbuildHeightPx == 0 {
s := u.scale
width = float64(u.width) * s
height = float64(u.height) * s
} else {
// gomobile build
d := deviceScale()
width = float64(u.gbuildWidthPx) / d
height = float64(u.gbuildHeightPx) / d
}
}
u.sizeChanged = false
u.m.Unlock()
if sizeChanged {
// Dirty hack to set the offscreen size for gomobile-bind.
// TODO: Remove this. The layouting logic must be in the package ebiten, not here.
if u.gbuildWidthPx == 0 || u.gbuildHeightPx == 0 {
context.(interface {
SetScreenSize(width, height int)
}).SetScreenSize(u.width, u.height)
}
// Sizing also calls GL functions
context.Layout(width, height)
}
}
func (u *UserInterface) update(context driver.UIContext) error {
t := time.NewTimer(500 * time.Millisecond)
defer t.Stop()
select {
case <-renderCh:
case <-t.C:
hooks.SuspendAudio()
<-renderCh
}
hooks.ResumeAudio()
defer func() {
renderEndCh <- struct{}{}
}()
if err := context.Update(func() {
u.updateSize(context)
}); 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
}
func (u *UserInterface) SetScreenSizeAndScale(width, height int, scale float64) {
// Called from ebitenmobileview.
u.m.Lock()
if u.width != width || u.height != height || u.scale != scale {
u.width = width
u.height = height
u.scale = scale
u.sizeChanged = true
}
u.m.Unlock()
}
func (u *UserInterface) setGBuildSize(widthPx, heightPx int) {
u.m.Lock()
u.gbuildWidthPx = widthPx
u.gbuildHeightPx = heightPx
u.sizeChanged = true
u.once.Do(func() {
close(u.setGBuildSizeCh)
})
u.m.Unlock()
}
func (u *UserInterface) adjustPosition(x, y int) (int, int) {
// This function's caller already protects this function by the mutex.
if u.gbuildWidthPx == 0 || u.gbuildHeightPx == 0 {
s := u.scale
return int(float64(x) / s), int(float64(y) / s)
}
xf, yf := u.context.AdjustPosition(float64(x), float64(y))
return int(xf), int(yf)
}
func (u *UserInterface) CursorMode() driver.CursorMode {
return driver.CursorModeHidden
}
func (u *UserInterface) SetCursorMode(mode driver.CursorMode) {
// Do nothing
}
func (u *UserInterface) IsFullscreen() bool {
return false
}
func (u *UserInterface) SetFullscreen(fullscreen bool) {
// Do nothing
}
func (u *UserInterface) IsForeground() bool {
// TODO: implement this
return true
}
func (u *UserInterface) IsRunnableInBackground() bool {
return false
}
func (u *UserInterface) SetRunnableInBackground(runnableInBackground bool) {
// Do nothing
}
func (u *UserInterface) IsVsyncEnabled() bool {
return true
}
func (u *UserInterface) SetVsyncEnabled(enabled bool) {
// Do nothing
}
func (u *UserInterface) DeviceScaleFactor() float64 {
return deviceScale()
}
func (u *UserInterface) SetScreenTransparent(transparent bool) {
// Do nothing
}
func (u *UserInterface) IsScreenTransparent() bool {
return false
}
func (u *UserInterface) MonitorPosition() (int, int) {
return 0, 0
}
func (u *UserInterface) Input() driver.Input {
return &u.input
}
func (u *UserInterface) Window() driver.Window {
return nil
}
type Touch struct {
ID int
X int
Y int
}
func (u *UserInterface) UpdateInput(touches []*Touch) {
u.input.update(touches)
}