mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-27 04:08:53 +01:00
3c976eae02
The emulators still use OpenGL. Fixes #737
459 lines
9.8 KiB
Go
459 lines
9.8 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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"context"
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"fmt"
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"image"
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"runtime/debug"
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"sync"
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"time"
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"golang.org/x/mobile/app"
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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/internal/devicescale"
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"github.com/hajimehoshi/ebiten/internal/driver"
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"github.com/hajimehoshi/ebiten/internal/graphicsdriver/opengl"
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"github.com/hajimehoshi/ebiten/internal/thread"
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)
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var (
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glContextCh = make(chan gl.Context)
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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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)
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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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func (u *UserInterface) Render() {
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renderCh <- struct{}{}
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ctx, cancel := context.WithCancel(context.Background())
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go func() {
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<-renderEndCh
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if u.t != nil {
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u.t.Call(func() error {
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cancel()
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return nil
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})
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} else {
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cancel()
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}
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}()
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if u.graphics.IsGL() {
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if u.glWorker == nil {
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panic("mobile: glWorker must be initialized but not")
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}
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workAvailable := u.glWorker.WorkAvailable()
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loop:
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for {
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select {
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case <-workAvailable:
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u.glWorker.DoWork()
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case <-ctx.Done():
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break loop
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}
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}
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return
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} else {
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u.t.Loop(ctx)
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}
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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 float64
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sizeChanged bool
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// Used for gomobile-build
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fullscreenScale float64
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fullscreenWidthPx int
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fullscreenHeightPx int
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graphics driver.Graphics
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input Input
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t *thread.Thread
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glWorker gl.Worker
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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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touches := map[touch.Sequence]*Touch{}
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for e := range a.Events() {
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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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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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glctx = nil
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}
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case size.Event:
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u.setFullscreenImpl(e.WidthPx, e.HeightPx)
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case paint.Event:
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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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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: int(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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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(ts)
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}
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}
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}
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func (u *UserInterface) Run(width, height int, scale float64, title string, context driver.UIContext, graphics driver.Graphics) error {
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go func() {
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if err := u.run(width, height, scale, title, context, graphics, 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(width, height int, scale float64, title string, context driver.UIContext, graphics driver.Graphics) <-chan error {
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ch := make(chan error)
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go func() {
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defer close(ch)
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if err := u.run(width, height, scale, title, context, graphics, false); err != nil {
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ch <- err
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}
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}()
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return ch
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}
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func (u *UserInterface) run(width, height int, scale float64, title string, context driver.UIContext, graphics driver.Graphics, 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%q", r, string(debug.Stack()))
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}
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}()
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u.m.Lock()
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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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u.sizeChanged = true
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u.graphics = graphics
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u.m.Unlock()
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// title is ignored?
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if graphics.IsGL() {
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var ctx gl.Context
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if mainloop {
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ctx = <-glContextCh
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} else {
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ctx, u.glWorker = gl.NewContext()
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}
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graphics.(*opengl.Driver).SetMobileGLContext(ctx)
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} else {
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u.t = thread.New()
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graphics.SetThread(u.t)
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}
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// Force to set the screen size
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u.updateSize(context)
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for {
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if err := u.update(context); err != nil {
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return err
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}
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}
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}
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func (u *UserInterface) updateSize(context driver.UIContext) {
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width, height := 0, 0
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actualScale := 0.0
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u.m.Lock()
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sizeChanged := u.sizeChanged
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if sizeChanged {
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width = u.width
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height = u.height
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actualScale = u.scaleImpl() * deviceScale()
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}
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u.sizeChanged = false
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u.m.Unlock()
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if sizeChanged {
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// Sizing also calls GL functions
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context.SetSize(width, height, actualScale)
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}
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}
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func (u *UserInterface) ActualScale() float64 {
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u.m.Lock()
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s := u.scaleImpl() * deviceScale()
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u.m.Unlock()
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return s
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}
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func (u *UserInterface) scaleImpl() float64 {
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scale := u.scale
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if u.fullscreenScale != 0 {
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scale = u.fullscreenScale
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}
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return scale
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}
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func (u *UserInterface) update(context driver.UIContext) error {
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t := time.NewTimer(500 * time.Millisecond)
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defer t.Stop()
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select {
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case <-renderCh:
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case <-t.C:
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context.SuspendAudio()
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<-renderCh
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}
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context.ResumeAudio()
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defer func() {
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renderEndCh <- struct{}{}
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}()
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if err := context.Update(func() {
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u.updateSize(context)
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}); 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) ScreenSize() (int, int) {
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u.m.Lock()
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w, h := u.width, u.height
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u.m.Unlock()
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return w, h
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}
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func (u *UserInterface) ScreenSizeInFullscreen() (int, int) {
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// TODO: This function should return fullscreenWidthPx, fullscreenHeightPx,
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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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func (u *UserInterface) SetScreenSize(width, height int) {
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u.m.Lock()
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if u.width != width || u.height != height {
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u.width = width
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u.height = height
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u.updateFullscreenScaleIfNeeded()
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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) SetScreenScale(scale float64) {
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u.m.Lock()
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if u.scale != scale {
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u.scale = scale
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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) ScreenScale() float64 {
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u.m.RLock()
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s := u.scale
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u.m.RUnlock()
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return s
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}
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func (u *UserInterface) setFullscreenImpl(widthPx, heightPx int) {
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// This implementation is only for gomobile-build so far.
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u.m.Lock()
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u.fullscreenWidthPx = widthPx
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u.fullscreenHeightPx = heightPx
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u.updateFullscreenScaleIfNeeded()
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u.sizeChanged = true
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u.m.Unlock()
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}
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func (u *UserInterface) updateFullscreenScaleIfNeeded() {
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if u.fullscreenWidthPx == 0 || u.fullscreenHeightPx == 0 {
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return
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}
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w, h := u.width, u.height
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scaleX := float64(u.fullscreenWidthPx) / float64(w)
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scaleY := float64(u.fullscreenHeightPx) / float64(h)
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scale := scaleX
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if scale > scaleY {
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scale = scaleY
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}
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u.fullscreenScale = scale / deviceScale()
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u.sizeChanged = true
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}
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func (u *UserInterface) ScreenPadding() (x0, y0, x1, y1 float64) {
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u.m.Lock()
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x0, y0, x1, y1 = u.screenPaddingImpl()
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u.m.Unlock()
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return
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}
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func (u *UserInterface) screenPaddingImpl() (x0, y0, x1, y1 float64) {
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if u.fullscreenScale == 0 {
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return 0, 0, 0, 0
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}
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s := u.fullscreenScale * deviceScale()
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ox := (float64(u.fullscreenWidthPx) - float64(u.width)*s) / 2
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oy := (float64(u.fullscreenHeightPx) - float64(u.height)*s) / 2
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return ox, oy, ox, oy
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}
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func (u *UserInterface) adjustPosition(x, y int) (int, int) {
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ox, oy, _, _ := u.screenPaddingImpl()
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s := u.scaleImpl()
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as := s * deviceScale()
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return int(float64(x)/s - ox/as), int(float64(y)/s - oy/as)
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}
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func (u *UserInterface) IsCursorVisible() bool {
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return false
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}
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func (u *UserInterface) SetCursorVisible(visible bool) {
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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) IsRunnableInBackground() bool {
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return false
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}
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func (u *UserInterface) SetRunnableInBackground(runnableInBackground bool) {
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// Do nothing
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}
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func (u *UserInterface) SetWindowTitle(title string) {
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// Do nothing
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}
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func (u *UserInterface) SetWindowIcon(iconImages []image.Image) {
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// Do nothing
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}
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func (u *UserInterface) IsWindowDecorated() bool {
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return false
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}
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func (u *UserInterface) SetWindowDecorated(decorated bool) {
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// Do nothing
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}
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func (u *UserInterface) IsWindowResizable() bool {
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return false
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}
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func (u *UserInterface) SetWindowResizable(decorated 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) Input() driver.Input {
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return &u.input
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}
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type Touch struct {
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ID int
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X int
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Y int
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}
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func (u *UserInterface) UpdateInput(touches []*Touch) {
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u.input.update(touches)
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}
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