mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-25 03:08:54 +01:00
164 lines
3.5 KiB
Go
164 lines
3.5 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
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package ui
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import (
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"errors"
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"time"
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"github.com/hajimehoshi/ebiten/internal/graphics/opengl"
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)
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func initialize() (*opengl.Context, error) {
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return opengl.NewContext()
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}
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func Main() error {
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return errors.New("ui: don't call this: use RunWithoutMainLoop instead of Run")
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}
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func Render(chError <-chan error) error {
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if chError == nil {
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return errors.New("ui: chError must not be nil")
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}
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// TODO: Check this is called on the rendering thread
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select {
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case <-chResumeStart:
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if err := doGLWorks(chError, chResumeEnd); err != nil {
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return err
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}
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return nil
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case chRender <- struct{}{}:
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return doGLWorks(chError, chRenderEnd)
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case <-time.After(500 * time.Millisecond):
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// This function must not be blocked. We need to break for timeout.
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return nil
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}
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}
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func doGLWorks(chError <-chan error, chDone <-chan struct{}) error {
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// TODO: Check this is called on the rendering thread
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worker := glContext.Worker()
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loop:
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for {
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select {
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case err := <-chError:
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return err
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case <-worker.WorkAvailable():
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worker.DoWork()
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default:
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select {
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case <-chDone:
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break loop
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default:
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}
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}
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}
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return nil
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}
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type userInterface struct {
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width int
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height int
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scale int
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sizeChanged bool
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}
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var (
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chRender = make(chan struct{})
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chRenderEnd = make(chan struct{})
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chResume = make(chan struct{})
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chResumeStart = make(chan struct{})
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chResumeEnd = make(chan struct{})
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currentUI = &userInterface{
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sizeChanged: true,
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}
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)
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func CurrentUI() UserInterface {
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return currentUI
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}
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func (u *userInterface) Start(width, height, scale int, title string) error {
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u.width = width
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u.height = height
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u.scale = scale
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// title is ignored?
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return nil
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}
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func (u *userInterface) Terminate() error {
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return nil
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}
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func (u *userInterface) Update() (interface{}, error) {
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// TODO: Need lock?
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if u.sizeChanged {
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u.sizeChanged = false
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e := ScreenSizeEvent{
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Width: u.width,
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Height: u.height,
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Scale: u.scale,
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ActualScale: u.actualScreenScale(),
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}
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return e, nil
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}
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select {
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case <-chRender:
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return RenderEvent{chRenderEnd}, nil
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case <-chResume:
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chResumeStart <- struct{}{}
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return ResumeEvent{chResumeEnd}, nil
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}
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}
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func (u *userInterface) SwapBuffers() error {
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return nil
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}
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func (u *userInterface) SetScreenSize(width, height int) bool {
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// TODO: Implement
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return false
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}
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func (u *userInterface) SetScreenScale(scale int) bool {
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// TODO: Implement
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return false
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}
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func (u *userInterface) ScreenScale() int {
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return u.scale
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}
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func (u *userInterface) actualScreenScale() int {
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return u.scale
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}
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// TODO: Remove Resume() and do resuming in Update instead.
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// In Update, we'd be able to detect GL context lost by glIsTexture or something,
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// and we can do resuming when detecting it.
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func Resume() error {
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chResume <- struct{}{}
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// Don't have to wait for resumeing done.
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return nil
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}
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func UpdateTouches(touches []Touch) {
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currentInput.updateTouches(touches)
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}
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