mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-14 15:07:26 +01:00
d00d0c8556
This change adds APIs to enable to use system cursor shapes other than the default shape (an arrow). This change doesn't add these cursors since they seem a little different on macOS from the other platforms. * GLFW_HRESIZE_CURSOR * GLFW_VRESIZE_CURSOR Closes #995
457 lines
9.9 KiB
Go
457 lines
9.9 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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// +build android ios
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package mobile
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import (
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"fmt"
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"runtime/debug"
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"sync"
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"sync/atomic"
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"unicode"
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"golang.org/x/mobile/app"
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"golang.org/x/mobile/event/key"
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"golang.org/x/mobile/event/lifecycle"
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"golang.org/x/mobile/event/paint"
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"golang.org/x/mobile/event/size"
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"golang.org/x/mobile/event/touch"
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"golang.org/x/mobile/gl"
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"github.com/hajimehoshi/ebiten/v2/internal/devicescale"
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"github.com/hajimehoshi/ebiten/v2/internal/driver"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl"
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"github.com/hajimehoshi/ebiten/v2/internal/hooks"
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"github.com/hajimehoshi/ebiten/v2/internal/restorable"
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"github.com/hajimehoshi/ebiten/v2/internal/thread"
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)
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var (
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glContextCh = make(chan gl.Context, 1)
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// renderCh receives when updating starts.
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renderCh = make(chan struct{})
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// renderEndCh receives when updating finishes.
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renderEndCh = make(chan struct{})
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theUI = &UserInterface{
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foreground: 1,
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errCh: make(chan error),
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// Give a default outside size so that the game can start without initializing them.
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outsideWidth: 640,
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outsideHeight: 480,
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sizeChanged: true,
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}
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)
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func init() {
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theUI.input.ui = theUI
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}
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func Get() *UserInterface {
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return theUI
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}
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// Update is called from mobile/ebitenmobileview.
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//
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// Update must be called on the rendering thread.
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func (u *UserInterface) Update() error {
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select {
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case err := <-u.errCh:
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return err
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default:
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}
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if !u.IsFocused() {
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return nil
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}
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renderCh <- struct{}{}
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go func() {
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<-renderEndCh
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u.t.Call(func() error {
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return thread.BreakLoop
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})
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}()
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u.t.Loop()
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return nil
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}
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type UserInterface struct {
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outsideWidth float64
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outsideHeight float64
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sizeChanged bool
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foreground int32
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errCh chan error
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// Used for gomobile-build
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gbuildWidthPx int
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gbuildHeightPx int
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setGBuildSizeCh chan struct{}
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once sync.Once
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context driver.UIContext
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input Input
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t *thread.OSThread
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m sync.RWMutex
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}
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func deviceScale() float64 {
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return devicescale.GetAt(0, 0)
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}
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// appMain is the main routine for gomobile-build mode.
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func (u *UserInterface) appMain(a app.App) {
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var glctx gl.Context
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var sizeInited bool
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touches := map[touch.Sequence]*Touch{}
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keys := map[driver.Key]struct{}{}
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for e := range a.Events() {
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var updateInput bool
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var runes []rune
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switch e := a.Filter(e).(type) {
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case lifecycle.Event:
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switch e.Crosses(lifecycle.StageVisible) {
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case lifecycle.CrossOn:
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u.SetForeground(true)
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restorable.OnContextLost()
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glctx, _ = e.DrawContext.(gl.Context)
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// Assume that glctx is always a same instance.
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// Then, only once initializing should be enough.
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if glContextCh != nil {
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glContextCh <- glctx
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glContextCh = nil
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}
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a.Send(paint.Event{})
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case lifecycle.CrossOff:
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u.SetForeground(false)
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glctx = nil
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}
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case size.Event:
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u.setGBuildSize(e.WidthPx, e.HeightPx)
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sizeInited = true
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case paint.Event:
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if !sizeInited {
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a.Send(paint.Event{})
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continue
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}
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if glctx == nil || e.External {
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continue
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}
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renderCh <- struct{}{}
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<-renderEndCh
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a.Publish()
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a.Send(paint.Event{})
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case touch.Event:
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if !sizeInited {
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continue
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}
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switch e.Type {
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case touch.TypeBegin, touch.TypeMove:
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s := deviceScale()
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x, y := float64(e.X)/s, float64(e.Y)/s
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// TODO: Is it ok to cast from int64 to int here?
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touches[e.Sequence] = &Touch{
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ID: driver.TouchID(e.Sequence),
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X: int(x),
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Y: int(y),
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}
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case touch.TypeEnd:
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delete(touches, e.Sequence)
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}
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updateInput = true
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case key.Event:
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k, ok := gbuildKeyToDriverKey[e.Code]
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if ok {
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switch e.Direction {
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case key.DirPress, key.DirNone:
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keys[k] = struct{}{}
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case key.DirRelease:
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delete(keys, k)
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}
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}
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switch e.Direction {
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case key.DirPress, key.DirNone:
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if e.Rune != -1 && unicode.IsPrint(e.Rune) {
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runes = []rune{e.Rune}
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}
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}
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updateInput = true
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}
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if updateInput {
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ts := []*Touch{}
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for _, t := range touches {
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ts = append(ts, t)
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}
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u.input.update(keys, runes, ts, nil)
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}
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}
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}
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func (u *UserInterface) SetForeground(foreground bool) {
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var v int32
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if foreground {
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v = 1
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}
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atomic.StoreInt32(&u.foreground, v)
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if foreground {
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hooks.ResumeAudio()
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} else {
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hooks.SuspendAudio()
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}
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}
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func (u *UserInterface) Run(context driver.UIContext) error {
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u.setGBuildSizeCh = make(chan struct{})
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go func() {
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if err := u.run(context, true); err != nil {
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// As mobile apps never ends, Loop can't return. Just panic here.
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panic(err)
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}
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}()
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app.Main(u.appMain)
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return nil
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}
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func (u *UserInterface) RunWithoutMainLoop(context driver.UIContext) {
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go func() {
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// title is ignored?
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if err := u.run(context, false); err != nil {
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u.errCh <- err
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}
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}()
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}
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func (u *UserInterface) run(context driver.UIContext, mainloop bool) (err error) {
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// Convert the panic to a regular error so that Java/Objective-C layer can treat this easily e.g., for
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// Crashlytics. A panic is treated as SIGABRT, and there is no way to handle this on Java/Objective-C layer
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// unfortunately.
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// TODO: Panic on other goroutines cannot be handled here.
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defer func() {
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if r := recover(); r != nil {
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err = fmt.Errorf("%v\n%s", r, string(debug.Stack()))
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}
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}()
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u.m.Lock()
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u.sizeChanged = true
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u.m.Unlock()
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u.context = context
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if mainloop {
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// When mainloop is true, gomobile-build is used. In this case, GL functions must be called via
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// gl.Context so that they are called on the appropriate thread.
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ctx := <-glContextCh
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u.Graphics().(*opengl.Graphics).SetGomobileGLContext(ctx)
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} else {
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u.t = thread.NewOSThread()
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graphicscommand.SetMainThread(u.t)
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}
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// If gomobile-build is used, wait for the outside size fixed.
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if u.setGBuildSizeCh != nil {
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<-u.setGBuildSizeCh
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}
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// Force to set the screen size
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u.layoutIfNeeded()
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for {
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if err := u.update(); err != nil {
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return err
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}
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}
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}
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// layoutIfNeeded must be called on the same goroutine as update().
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func (u *UserInterface) layoutIfNeeded() {
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var outsideWidth, outsideHeight float64
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u.m.RLock()
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sizeChanged := u.sizeChanged
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if sizeChanged {
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if u.gbuildWidthPx == 0 || u.gbuildHeightPx == 0 {
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outsideWidth = u.outsideWidth
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outsideHeight = u.outsideHeight
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} else {
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// gomobile build
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d := deviceScale()
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outsideWidth = float64(u.gbuildWidthPx) / d
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outsideHeight = float64(u.gbuildHeightPx) / d
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}
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}
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u.sizeChanged = false
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u.m.RUnlock()
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if sizeChanged {
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u.context.Layout(outsideWidth, outsideHeight)
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}
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}
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func (u *UserInterface) update() error {
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<-renderCh
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defer func() {
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renderEndCh <- struct{}{}
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}()
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if err := u.context.Update(); err != nil {
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return err
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}
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return nil
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}
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func (u *UserInterface) ScreenSizeInFullscreen() (int, int) {
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// TODO: This function should return gbuildWidthPx, gbuildHeightPx,
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// but these values are not initialized until the main loop starts.
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return 0, 0
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}
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// SetOutsideSize is called from mobile/ebitenmobileview.
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//
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// SetOutsideSize is concurrent safe.
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func (u *UserInterface) SetOutsideSize(outsideWidth, outsideHeight float64) {
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u.m.Lock()
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if u.outsideWidth != outsideWidth || u.outsideHeight != outsideHeight {
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u.outsideWidth = outsideWidth
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u.outsideHeight = outsideHeight
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u.sizeChanged = true
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}
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u.m.Unlock()
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}
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func (u *UserInterface) setGBuildSize(widthPx, heightPx int) {
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u.m.Lock()
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u.gbuildWidthPx = widthPx
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u.gbuildHeightPx = heightPx
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u.sizeChanged = true
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u.m.Unlock()
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u.once.Do(func() {
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close(u.setGBuildSizeCh)
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})
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}
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func (u *UserInterface) adjustPosition(x, y int) (int, int) {
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xf, yf := u.context.AdjustPosition(float64(x), float64(y), deviceScale())
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return int(xf), int(yf)
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}
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func (u *UserInterface) CursorMode() driver.CursorMode {
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return driver.CursorModeHidden
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}
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func (u *UserInterface) SetCursorMode(mode driver.CursorMode) {
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// Do nothing
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}
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func (u *UserInterface) CursorShape() driver.CursorShape {
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return driver.CursorShapeDefault
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}
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func (u *UserInterface) SetCursorShape(shape driver.CursorShape) {
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// Do nothing
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}
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func (u *UserInterface) IsFullscreen() bool {
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return false
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}
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func (u *UserInterface) SetFullscreen(fullscreen bool) {
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// Do nothing
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}
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func (u *UserInterface) IsFocused() bool {
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return atomic.LoadInt32(&u.foreground) != 0
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}
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func (u *UserInterface) IsRunnableOnUnfocused() bool {
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return false
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}
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func (u *UserInterface) SetRunnableOnUnfocused(runnableOnUnfocused bool) {
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// Do nothing
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}
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func (u *UserInterface) IsVsyncEnabled() bool {
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return true
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}
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func (u *UserInterface) SetVsyncEnabled(enabled bool) {
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// Do nothing
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}
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func (u *UserInterface) DeviceScaleFactor() float64 {
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return deviceScale()
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}
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func (u *UserInterface) SetScreenTransparent(transparent bool) {
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// Do nothing
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}
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func (u *UserInterface) IsScreenTransparent() bool {
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return false
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}
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func (u *UserInterface) ResetForFrame() {
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u.layoutIfNeeded()
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u.input.resetForFrame()
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}
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func (u *UserInterface) SetInitFocused(focused bool) {
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// Do nothing
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}
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func (u *UserInterface) Input() driver.Input {
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return &u.input
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}
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func (u *UserInterface) Window() driver.Window {
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return nil
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}
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type Touch struct {
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ID driver.TouchID
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X int
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Y int
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}
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type Gamepad struct {
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ID driver.GamepadID
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SDLID string
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Name string
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Buttons [driver.GamepadButtonNum]bool
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ButtonNum int
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Axes [32]float32
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AxisNum int
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}
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func (u *UserInterface) UpdateInput(keys map[driver.Key]struct{}, runes []rune, touches []*Touch, gamepads []Gamepad) {
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u.input.update(keys, runes, touches, gamepads)
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}
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