ebiten/internal/ui/ui_mobile.go
2018-01-03 05:22:56 +09:00

194 lines
3.7 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 ui
import (
"errors"
"image"
"runtime"
"sync"
"time"
"github.com/hajimehoshi/ebiten/internal/devicescale"
"github.com/hajimehoshi/ebiten/internal/opengl"
)
func RunMainThreadLoop(ch <-chan error) error {
return errors.New("ui: don't call this: use RunWithoutMainLoop instead of Run")
}
func Render(chError <-chan error) error {
runtime.LockOSThread()
defer runtime.UnlockOSThread()
if chError == nil {
return errors.New("ui: chError must not be nil")
}
// TODO: Check this is called on the rendering thread
select {
case chRender <- struct{}{}:
return opengl.GetContext().DoWork(chError, chRenderEnd)
case <-time.After(500 * time.Millisecond):
// This function must not be blocked. We need to break for timeout.
return nil
}
}
type userInterface struct {
width int
height int
scale float64
sizeChanged bool
m sync.RWMutex
}
var (
chRender = make(chan struct{})
chRenderEnd = make(chan struct{})
currentUI = &userInterface{}
)
func Run(width, height int, scale float64, title string, g GraphicsContext) error {
u := currentUI
u.m.Lock()
u.width = width
u.height = height
u.scale = scale
u.sizeChanged = true
u.m.Unlock()
// title is ignored?
opengl.Init()
for {
if err := u.update(g); err != nil {
return err
}
}
}
func (u *userInterface) update(g GraphicsContext) error {
<-chRender
defer func() {
chRenderEnd <- struct{}{}
}()
sizeChanged := false
width, height := 0, 0
actualScale := 0.0
u.m.Lock()
sizeChanged = u.sizeChanged
if sizeChanged {
width = u.width
height = u.height
actualScale = u.scale * devicescale.DeviceScale()
}
u.sizeChanged = false
u.m.Unlock()
if sizeChanged {
// Sizing also calls GL functions
g.SetSize(width, height, actualScale)
}
if err := g.Update(func() {}); err != nil {
return err
}
return nil
}
func SetScreenSize(width, height int) bool {
currentUI.setScreenSize(width, height)
return true
}
func (u *userInterface) setScreenSize(width, height int) {
u.m.Lock()
if u.width != width || u.height != height {
u.width = width
u.height = height
u.sizeChanged = true
}
u.m.Unlock()
}
func SetScreenScale(scale float64) bool {
currentUI.setScreenScale(scale)
return false
}
func (u *userInterface) setScreenScale(scale float64) {
u.m.Lock()
if u.scale != scale {
u.scale = scale
u.sizeChanged = true
}
u.m.Unlock()
}
func ScreenScale() float64 {
u := currentUI
u.m.RLock()
s := u.scale
u.m.RUnlock()
return s
}
func ScreenOffset() (float64, float64) {
return 0, 0
}
func adjustCursorPosition(x, y int) (int, int) {
return x, y
}
func IsCursorVisible() bool {
return false
}
func SetCursorVisibility(visibility bool) {
// Do nothing
}
func SetFullscreen(fullscreen bool) {
// Do nothing
}
func IsFullscreen() bool {
// Do nothing
return false
}
func SetRunnableInBackground(runnableInBackground bool) {
// Do nothing
}
func IsRunnableInBackground() bool {
// Do nothing
return false
}
func SetWindowIcon(iconImages []image.Image) {
// Do nothing
}
func UpdateTouches(touches []Touch) {
currentInput.updateTouches(touches)
}