ebiten/internal/ui/ui_nintendosdk.go

157 lines
3.6 KiB
Go

// Copyright 2021 The Ebiten Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//go:build nintendosdk
package ui
// #include "input_nintendosdk.h"
import "C"
import (
"runtime"
"github.com/hajimehoshi/ebiten/v2/internal/gamepad"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl"
"github.com/hajimehoshi/ebiten/v2/internal/nintendosdk"
)
type graphicsDriverCreatorImpl struct{}
func (g *graphicsDriverCreatorImpl) newAuto() (graphicsdriver.Graphics, GraphicsLibrary, error) {
graphics, err := g.newOpenGL()
return graphics, GraphicsLibraryOpenGL, err
}
func (*graphicsDriverCreatorImpl) newOpenGL() (graphicsdriver.Graphics, error) {
return opengl.NewGraphics()
}
func (*graphicsDriverCreatorImpl) newDirectX() (graphicsdriver.Graphics, error) {
return nil, nil
}
func (*graphicsDriverCreatorImpl) newMetal() (graphicsdriver.Graphics, error) {
return nil, nil
}
const deviceScaleFactor = 1
func init() {
runtime.LockOSThread()
}
type userInterfaceImpl struct {
graphicsDriver graphicsdriver.Graphics
context *context
inputState InputState
nativeTouches []C.struct_Touch
}
func (u *userInterfaceImpl) Run(game Game, options *RunOptions) error {
u.context = newContext(game)
g, err := newGraphicsDriver(&graphicsDriverCreatorImpl{}, options.GraphicsLibrary)
if err != nil {
return err
}
u.graphicsDriver = g
nintendosdk.InitializeGame()
for {
// TODO: Make a separate thread for rendering (#2512).
nintendosdk.BeginFrame()
gamepad.Update()
u.updateInputState()
w, h := nintendosdk.ScreenSize()
if err := u.context.updateFrame(u.graphicsDriver, float64(w), float64(h), deviceScaleFactor, u); err != nil {
return err
}
nintendosdk.EndFrame()
}
}
func (*userInterfaceImpl) DeviceScaleFactor() float64 {
return deviceScaleFactor
}
func (*userInterfaceImpl) IsFocused() bool {
return true
}
func (*userInterfaceImpl) ScreenSizeInFullscreen() (int, int) {
return 0, 0
}
func (u *userInterfaceImpl) readInputState(inputState *InputState) {
*inputState = u.inputState
u.inputState.resetForTick()
}
func (u *userInterfaceImpl) resetForTick() {
}
func (*userInterfaceImpl) CursorMode() CursorMode {
return CursorModeHidden
}
func (*userInterfaceImpl) SetCursorMode(mode CursorMode) {
}
func (*userInterfaceImpl) CursorShape() CursorShape {
return CursorShapeDefault
}
func (*userInterfaceImpl) SetCursorShape(shape CursorShape) {
}
func (*userInterfaceImpl) IsFullscreen() bool {
return false
}
func (*userInterfaceImpl) SetFullscreen(fullscreen bool) {
}
func (*userInterfaceImpl) IsRunnableOnUnfocused() bool {
return false
}
func (*userInterfaceImpl) SetRunnableOnUnfocused(runnableOnUnfocused bool) {
}
func (*userInterfaceImpl) SetFPSMode(mode FPSModeType) {
}
func (*userInterfaceImpl) ScheduleFrame() {
}
func (*userInterfaceImpl) Window() Window {
return &nullWindow{}
}
func (u *userInterfaceImpl) beginFrame() {
}
func (u *userInterfaceImpl) endFrame() {
}
func (u *userInterfaceImpl) updateIconIfNeeded() {
}
func IsScreenTransparentAvailable() bool {
return false
}