ebiten/mobile/ebitenmobileview/mobile.go
Hajime Hoshi a30f075896 cmd/ebitenmobile: use setPreserveEGLContextOnPause(true)
setPreserveEGLContextOnPause(true) suppresses context losts, and
basically we will no longer need our restoring logic.

Updates #805
2024-01-08 20:13:13 +09:00

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