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https://github.com/hajimehoshi/ebiten.git
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7d146fb70b
The functions in the package `mobile/ebitenmobileview` could be invoked from EbitenViewController even before the graphics driver initialization is done in theory. This change fixes this issue by waiting the initialization by channels. Also, this change adds error handlings at these functions. Closes #2455
280 lines
6.1 KiB
Objective-C
280 lines
6.1 KiB
Objective-C
// Copyright 2022 The Ebitengine Authors
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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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#import <TargetConditionals.h>
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#import <stdint.h>
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#import <UIKit/UIKit.h>
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#import <GLKit/GLKit.h>
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#import "Ebitenmobileview.objc.h"
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@interface {{.PrefixUpper}}EbitenViewController : UIViewController<EbitenmobileviewRenderRequester>
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@end
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@implementation {{.PrefixUpper}}EbitenViewController {
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UIView* metalView_;
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GLKView* glkView_;
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bool started_;
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bool active_;
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bool error_;
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CADisplayLink* displayLink_;
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bool explicitRendering_;
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}
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- (UIView*)metalView {
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if (!metalView_) {
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metalView_ = [[UIView alloc] init];
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metalView_.multipleTouchEnabled = YES;
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}
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return metalView_;
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}
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- (GLKView*)glkView {
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if (!glkView_) {
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glkView_ = [[GLKView alloc] init];
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glkView_.multipleTouchEnabled = YES;
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}
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return glkView_;
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}
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- (void)viewDidLoad {
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[super viewDidLoad];
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if (!started_) {
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@synchronized(self) {
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active_ = true;
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}
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started_ = true;
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}
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NSError* err = nil;
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BOOL isGL = NO;
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EbitenmobileviewIsGL(&isGL, &err);
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if (err != nil) {
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[self onErrorOnGameUpdate:err];
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@synchronized(self) {
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error_ = true;
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}
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return;
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}
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if (isGL) {
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self.glkView.delegate = (id<GLKViewDelegate>)(self);
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[self.view addSubview: self.glkView];
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EAGLContext *context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
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[self glkView].context = context;
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[EAGLContext setCurrentContext:context];
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} else {
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[self.view addSubview: self.metalView];
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EbitenmobileviewSetUIView((uintptr_t)(self.metalView), &err);
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if (err != nil) {
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[self onErrorOnGameUpdate:err];
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@synchronized(self) {
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error_ = true;
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}
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return;
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}
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}
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displayLink_ = [CADisplayLink displayLinkWithTarget:self selector:@selector(drawFrame)];
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[displayLink_ addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
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EbitenmobileviewSetRenderRequester(self);
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}
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- (void)viewWillLayoutSubviews {
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NSError* err = nil;
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BOOL isGL = NO;
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EbitenmobileviewIsGL(&isGL, &err);
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if (err != nil) {
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[self onErrorOnGameUpdate:err];
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@synchronized(self) {
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error_ = true;
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}
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return;
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}
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CGRect viewRect = [[self view] frame];
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if (isGL) {
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[[self glkView] setFrame:viewRect];
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} else {
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[[self metalView] setFrame:viewRect];
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}
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}
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- (void)viewDidLayoutSubviews {
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[super viewDidLayoutSubviews];
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CGRect viewRect = [[self view] frame];
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EbitenmobileviewLayout(viewRect.size.width, viewRect.size.height);
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}
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- (void)didReceiveMemoryWarning {
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[super didReceiveMemoryWarning];
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// Dispose of any resources that can be recreated.
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// TODO: Notify this to Go world?
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}
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- (void)drawFrame{
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@synchronized(self) {
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if (!active_) {
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return;
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}
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}
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NSError* err = nil;
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BOOL isGL = NO;
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EbitenmobileviewIsGL(&isGL, &err);
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if (err != nil) {
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[self onErrorOnGameUpdate:err];
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@synchronized(self) {
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error_ = true;
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}
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return;
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}
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if (isGL) {
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[[self glkView] setNeedsDisplay];
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} else {
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[self updateEbiten];
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}
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@synchronized(self) {
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if (explicitRendering_) {
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[displayLink_ setPaused:YES];
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}
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}
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}
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- (void)glkView:(GLKView*)view drawInRect:(CGRect)rect {
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[self updateEbiten];
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}
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- (void)updateEbiten {
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@synchronized(self) {
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if (error_) {
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return;
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}
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}
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NSError* err = nil;
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EbitenmobileviewUpdate(&err);
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if (err != nil) {
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[self performSelectorOnMainThread:@selector(onErrorOnGameUpdate:)
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withObject:err
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waitUntilDone:NO];
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@synchronized(self) {
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error_ = true;
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}
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}
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}
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- (void)onErrorOnGameUpdate:(NSError*)err {
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NSLog(@"Error: %@", err);
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}
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- (void)updateTouches:(NSSet*)touches {
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NSError* err = nil;
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BOOL isGL = NO;
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EbitenmobileviewIsGL(&isGL, &err);
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if (err != nil) {
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[self onErrorOnGameUpdate:err];
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@synchronized(self) {
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error_ = true;
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}
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return;
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}
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for (UITouch* touch in touches) {
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if (isGL) {
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if (touch.view != [self glkView]) {
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continue;
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}
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} else {
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if (touch.view != [self metalView]) {
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continue;
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}
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}
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CGPoint location = [touch locationInView:touch.view];
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EbitenmobileviewUpdateTouchesOnIOS(touch.phase, (uintptr_t)touch, location.x, location.y);
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}
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}
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- (void)touchesBegan:(NSSet*)touches withEvent:(UIEvent*)event {
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[self updateTouches:touches];
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}
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- (void)touchesMoved:(NSSet*)touches withEvent:(UIEvent*)event {
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[self updateTouches:touches];
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}
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- (void)touchesEnded:(NSSet*)touches withEvent:(UIEvent*)event {
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[self updateTouches:touches];
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}
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- (void)touchesCancelled:(NSSet*)touches withEvent:(UIEvent*)event {
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[self updateTouches:touches];
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}
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- (void)suspendGame {
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NSAssert(started_, @"suspendGame must not be called before viewDidLoad is called");
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@synchronized(self) {
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active_ = false;
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}
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NSError* err = nil;
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EbitenmobileviewSuspend(&err);
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if (err != nil) {
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[self onErrorOnGameUpdate:err];
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}
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}
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- (void)resumeGame {
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NSAssert(started_, @"resumeGame must not be called before viewDidLoad is called");
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@synchronized(self) {
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active_ = true;
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}
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NSError* err = nil;
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EbitenmobileviewResume(&err);
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if (err != nil) {
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[self onErrorOnGameUpdate:err];
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}
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}
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- (void)setExplicitRenderingMode:(BOOL)explicitRendering {
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@synchronized(self) {
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explicitRendering_ = explicitRendering;
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if (explicitRendering_) {
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[displayLink_ setPaused:YES];
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}
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}
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}
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- (void)requestRenderIfNeeded {
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@synchronized(self) {
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if (explicitRendering_) {
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// Resume the callback temporarily.
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// This is paused again soon in drawFrame.
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[displayLink_ setPaused:NO];
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}
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}
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}
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@end
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