mirror of
https://github.com/hajimehoshi/ebiten.git
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8c25b07336
The cursor position is affected by the current layout. Then, input states should be updated after layoutGame is called. Updates #2763
225 lines
4.7 KiB
Go
225 lines
4.7 KiB
Go
// Copyright 2021 The Ebiten 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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//go:build nintendosdk
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package ui
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// #include "init_nintendosdk.h"
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// #include "input_nintendosdk.h"
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import "C"
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import (
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stdcontext "context"
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"image"
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"runtime"
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"sync"
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"golang.org/x/sync/errgroup"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl"
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"github.com/hajimehoshi/ebiten/v2/internal/thread"
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)
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type graphicsDriverCreatorImpl struct{}
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func (g *graphicsDriverCreatorImpl) newAuto() (graphicsdriver.Graphics, GraphicsLibrary, error) {
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graphics, err := g.newOpenGL()
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return graphics, GraphicsLibraryOpenGL, err
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}
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func (*graphicsDriverCreatorImpl) newOpenGL() (graphicsdriver.Graphics, error) {
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return opengl.NewGraphics()
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}
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func (*graphicsDriverCreatorImpl) newDirectX() (graphicsdriver.Graphics, error) {
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return nil, nil
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}
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func (*graphicsDriverCreatorImpl) newMetal() (graphicsdriver.Graphics, error) {
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return nil, nil
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}
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const deviceScaleFactor = 1
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func init() {
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runtime.LockOSThread()
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}
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type userInterfaceImpl struct {
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graphicsDriver graphicsdriver.Graphics
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context *context
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inputState InputState
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nativeTouches []C.struct_Touch
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egl egl
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mainThread *thread.OSThread
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renderThread *thread.OSThread
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m sync.Mutex
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}
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func (u *userInterfaceImpl) Run(game Game, options *RunOptions) error {
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u.context = newContext(game)
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g, err := newGraphicsDriver(&graphicsDriverCreatorImpl{}, options.GraphicsLibrary)
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if err != nil {
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return err
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}
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u.graphicsDriver = g
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n := C.ebitengine_Initialize()
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if err := u.egl.init(n); err != nil {
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return err
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}
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initializeProfiler()
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u.mainThread = thread.NewOSThread()
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u.renderThread = thread.NewOSThread()
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graphicscommand.SetRenderThread(u.renderThread)
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ctx, cancel := stdcontext.WithCancel(stdcontext.Background())
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defer cancel()
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var wg errgroup.Group
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// Run the render thread.
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wg.Go(func() error {
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defer cancel()
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_ = u.renderThread.Loop(ctx)
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return nil
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})
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// Run the game thread.
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wg.Go(func() error {
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defer cancel()
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u.renderThread.Call(func() {
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u.egl.makeContextCurrent()
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})
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for {
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recordProfilerHeartbeat()
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if err := u.context.updateFrame(u.graphicsDriver, float64(C.kScreenWidth), float64(C.kScreenHeight), deviceScaleFactor, u, func() {
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u.egl.swapBuffers()
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}); err != nil {
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return err
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}
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}
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})
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// Run the main thread.
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_ = u.mainThread.Loop(ctx)
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if err := wg.Wait(); 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 (*userInterfaceImpl) DeviceScaleFactor() float64 {
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return deviceScaleFactor
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}
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func (*userInterfaceImpl) IsFocused() bool {
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return true
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}
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func (*userInterfaceImpl) ScreenSizeInFullscreen() (int, int) {
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return 0, 0
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}
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func (u *userInterfaceImpl) readInputState(inputState *InputState) {
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u.m.Lock()
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defer u.m.Unlock()
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u.inputState.copyAndReset(inputState)
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}
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func (*userInterfaceImpl) CursorMode() CursorMode {
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return CursorModeHidden
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}
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func (*userInterfaceImpl) SetCursorMode(mode CursorMode) {
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}
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func (*userInterfaceImpl) CursorShape() CursorShape {
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return CursorShapeDefault
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}
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func (*userInterfaceImpl) SetCursorShape(shape CursorShape) {
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}
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func (*userInterfaceImpl) IsFullscreen() bool {
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return false
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}
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func (*userInterfaceImpl) SetFullscreen(fullscreen bool) {
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}
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func (*userInterfaceImpl) IsRunnableOnUnfocused() bool {
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return false
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}
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func (*userInterfaceImpl) SetRunnableOnUnfocused(runnableOnUnfocused bool) {
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}
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func (*userInterfaceImpl) SetFPSMode(mode FPSModeType) {
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}
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func (*userInterfaceImpl) ScheduleFrame() {
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}
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func (*userInterfaceImpl) Window() Window {
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return &nullWindow{}
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}
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type Monitor struct{}
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var theMonitor = &Monitor{}
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func (m *Monitor) Bounds() image.Rectangle {
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// TODO: This should return the available viewport dimensions.
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return image.Rectangle{}
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}
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func (m *Monitor) Name() string {
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return ""
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}
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func (u *userInterfaceImpl) AppendMonitors(mons []*Monitor) []*Monitor {
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return append(mons, theMonitor)
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}
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func (u *userInterfaceImpl) Monitor() *Monitor {
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return theMonitor
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}
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func (u *userInterfaceImpl) beginFrame() {
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}
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func (u *userInterfaceImpl) endFrame() {
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}
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func (u *userInterfaceImpl) updateIconIfNeeded() error {
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return nil
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}
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func IsScreenTransparentAvailable() bool {
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return false
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}
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