mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-27 04:08:53 +01:00
e25c237a01
This enables the game to work more efficiently (but consume much more CPU). Fixes #405.
408 lines
8.6 KiB
Go
408 lines
8.6 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 ui
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import (
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"errors"
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"image"
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"runtime"
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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/hooks"
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"github.com/hajimehoshi/ebiten/internal/input"
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"github.com/hajimehoshi/ebiten/internal/opengl"
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)
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var (
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glContextCh = make(chan gl.Context)
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renderCh = make(chan struct{})
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renderChEnd = make(chan struct{})
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currentUI = &userInterface{}
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)
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func Render(chError <-chan error) error {
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runtime.LockOSThread()
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defer runtime.UnlockOSThread()
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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 renderCh <- struct{}{}:
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return opengl.GetContext().DoWork(chError, renderChEnd)
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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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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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m sync.RWMutex
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}
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// appMain is the main routine for gomobile-build mode.
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func appMain(a app.App) {
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var glctx gl.Context
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touches := map[touch.Sequence]*input.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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setFullscreen(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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<-renderChEnd
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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.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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t := input.NewTouch(int(e.Sequence), int(x), int(y))
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touches[e.Sequence] = t
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case touch.TypeEnd:
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delete(touches, e.Sequence)
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}
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ts := []*input.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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UpdateTouches(ts)
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}
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}
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}
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func Run(width, height int, scale float64, title string, g GraphicsContext, mainloop bool) error {
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u := currentUI
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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.m.Unlock()
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// title is ignored?
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if mainloop {
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ctx := <-glContextCh
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opengl.InitWithContext(ctx)
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} else {
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opengl.Init()
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}
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// Force to set the screen size
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u.updateGraphicsContext(g)
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for {
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if err := u.update(g); err != nil {
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return err
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}
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}
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}
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// RunMainThreadLoop runs the main routine for gomobile-build.
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func RunMainThreadLoop(ch <-chan error) error {
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go func() {
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// As mobile apps never ends, RunMainThreadLoop can't return.
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// Just panic here.
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err := <-ch
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panic(err)
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}()
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app.Main(appMain)
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return nil
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}
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func (u *userInterface) updateGraphicsContext(g GraphicsContext) {
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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.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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g.SetSize(width, height, actualScale)
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}
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}
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func actualScale() float64 {
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return currentUI.actualScale()
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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.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(g GraphicsContext) error {
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render:
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for {
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select {
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case <-renderCh:
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break render
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case <-time.After(500 * time.Millisecond):
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hooks.SuspendAudio()
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continue
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}
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}
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hooks.ResumeAudio()
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defer func() {
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renderChEnd <- struct{}{}
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}()
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if err := g.Update(func() {
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u.updateGraphicsContext(g)
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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 screenSize() (int, int) {
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return currentUI.screenSize()
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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 MonitorSize() (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 SetScreenSize(width, height int) bool {
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currentUI.setScreenSize(width, height)
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return true
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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 SetScreenScale(scale float64) bool {
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currentUI.setScreenScale(scale)
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return false
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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 ScreenScale() float64 {
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u := currentUI
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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 setFullscreen(widthPx, heightPx int) {
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currentUI.setFullscreen(widthPx, heightPx)
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}
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func (u *userInterface) setFullscreen(widthPx, heightPx int) {
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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.DeviceScale()
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u.sizeChanged = true
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}
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func ScreenPadding() (x0, y0, x1, y1 float64) {
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return currentUI.screenPadding()
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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.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 AdjustedCursorPosition() (x, y int) {
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return currentUI.adjustPosition(input.Get().CursorPosition())
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}
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func AdjustedTouches() []*input.Touch {
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ts := input.Get().Touches()
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adjusted := make([]*input.Touch, len(ts))
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for i, t := range ts {
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x, y := currentUI.adjustPosition(t.Position())
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adjusted[i] = input.NewTouch(t.ID(), x, y)
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}
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return adjusted
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}
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func (u *userInterface) adjustPosition(x, y int) (int, int) {
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u.m.Lock()
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ox, oy, _, _ := u.screenPaddingImpl()
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s := u.scaleImpl()
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as := s * devicescale.DeviceScale()
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u.m.Unlock()
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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 IsCursorVisible() bool {
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return false
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}
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func SetCursorVisible(visible bool) {
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// Do nothing
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}
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func IsFullscreen() bool {
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return false
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}
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func SetFullscreen(fullscreen bool) {
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// Do nothing
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}
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func IsRunnableInBackground() bool {
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return false
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}
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func SetRunnableInBackground(runnableInBackground bool) {
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// Do nothing
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}
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func SetWindowTitle(title string) {
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// Do nothing
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}
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func SetWindowIcon(iconImages []image.Image) {
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// Do nothing
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}
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func IsWindowDecorated() bool {
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return false
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}
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func SetWindowDecorated(decorated bool) {
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// Do nothing
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}
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func IsVsyncEnabled() bool {
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return true
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}
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func SetVsyncEnabled(enabled bool) {
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// Do nothing
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}
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func UpdateTouches(touches []*input.Touch) {
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input.Get().UpdateTouches(touches)
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}
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