mirror of
https://github.com/hajimehoshi/ebiten.git
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a30f075896
setPreserveEGLContextOnPause(true) suppresses context losts, and basically we will no longer need our restoring logic. Updates #805
131 lines
2.9 KiB
Go
131 lines
2.9 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 ebitenmobileview offers functions for OpenGL/Metal view of mobiles.
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//
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// The functions are not intended for public usages.
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// There is no guarantee of backward compatibility.
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package ebitenmobileview
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// #cgo ios LDFLAGS: -framework UIKit -framework GLKit -framework QuartzCore -framework OpenGLES
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//
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// #include <stdint.h>
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import "C"
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import (
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"runtime"
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"sync"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/internal/ui"
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)
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type SetGameNotifier interface {
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NotifySetGame()
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}
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var theState state
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type state struct {
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running bool
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setGameNotifier SetGameNotifier
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m sync.Mutex
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}
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func (s *state) isRunning() bool {
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s.m.Lock()
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defer s.m.Unlock()
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return s.running
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}
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func (s *state) run() {
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s.m.Lock()
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s.running = true
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n := s.setGameNotifier
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s.setGameNotifier = nil
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s.m.Unlock()
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if n != nil {
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n.NotifySetGame()
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}
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}
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func (s *state) setSetGameNotifier(setGameNotifier SetGameNotifier) {
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s.m.Lock()
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r := s.running
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if !r {
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s.setGameNotifier = setGameNotifier
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}
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s.m.Unlock()
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// If SetGame is already called, notify this immediately.
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if r {
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setGameNotifier.NotifySetGame()
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}
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}
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func SetGame(game ebiten.Game, options *ebiten.RunGameOptions) {
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if theState.isRunning() {
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panic("ebitenmobileview: SetGame cannot be called twice or more")
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}
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ebiten.RunGameWithoutMainLoop(game, options)
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theState.run()
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}
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func Layout(viewWidth, viewHeight float64) {
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ui.Get().SetOutsideSize(viewWidth, viewHeight)
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}
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func Update() error {
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// Lock the OS thread since graphics functions (GL) must be called on this thread.
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runtime.LockOSThread()
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defer runtime.UnlockOSThread()
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if !theState.isRunning() {
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// start is not called yet, but as update can be called from another thread, it is OK. Just ignore
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// this.
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return nil
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}
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return ui.Get().Update()
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}
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func Suspend() error {
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return ui.Get().SetForeground(false)
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}
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func Resume() error {
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return ui.Get().SetForeground(true)
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}
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func DeviceScale() float64 {
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return ui.Get().DeviceScaleFactor()
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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 SetRenderRequester(renderRequester RenderRequester) {
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ui.Get().SetRenderRequester(renderRequester)
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}
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func SetSetGameNotifier(setGameNotifier SetGameNotifier) {
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theState.setSetGameNotifier(setGameNotifier)
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}
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