mobile/app/darwin_armx.m

166 строки
5.0 KiB
Objective-C

// Copyright 2015 The Go Authors. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
// +build darwin
// +build arm arm64
#include "_cgo_export.h"
#include <pthread.h>
#include <stdio.h>
#include <sys/utsname.h>
#import <UIKit/UIKit.h>
#import <GLKit/GLKit.h>
struct utsname sysInfo;
@interface GoAppAppController : GLKViewController<UIContentContainer, GLKViewDelegate>
@end
@interface GoAppAppDelegate : UIResponder<UIApplicationDelegate>
@property (strong, nonatomic) UIWindow *window;
@property (strong, nonatomic) GoAppAppController *controller;
@end
@implementation GoAppAppDelegate
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
lifecycleAlive();
self.window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
self.controller = [[GoAppAppController alloc] initWithNibName:nil bundle:nil];
self.window.rootViewController = self.controller;
[self.window makeKeyAndVisible];
return YES;
}
- (void)applicationDidBecomeActive:(UIApplication * )application {
lifecycleFocused();
}
- (void)applicationWillResignActive:(UIApplication *)application {
lifecycleVisible();
}
- (void)applicationDidEnterBackground:(UIApplication *)application {
lifecycleAlive();
}
- (void)applicationWillTerminate:(UIApplication *)application {
lifecycleDead();
}
@end
@interface GoAppAppController ()
@property (strong, nonatomic) EAGLContext *context;
@property (strong, nonatomic) GLKView *glview;
@end
@implementation GoAppAppController
- (void)viewWillAppear:(BOOL)animated
{
// TODO: replace by swapping out GLKViewController for a UIVIewController.
[super viewWillAppear:animated];
self.paused = YES;
}
- (void)viewDidLoad {
[super viewDidLoad];
self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
self.glview = (GLKView*)self.view;
self.glview.drawableDepthFormat = GLKViewDrawableDepthFormat24;
self.glview.multipleTouchEnabled = true; // TODO expose setting to user.
self.glview.context = self.context;
self.glview.userInteractionEnabled = YES;
self.glview.enableSetNeedsDisplay = YES; // only invoked once
// Do not use the GLKViewController draw loop.
self.paused = YES;
self.resumeOnDidBecomeActive = NO;
self.preferredFramesPerSecond = 0;
int scale = 1;
if ([[UIScreen mainScreen] respondsToSelector:@selector(displayLinkWithTarget:selector:)]) {
scale = (int)[UIScreen mainScreen].scale; // either 1.0, 2.0, or 3.0.
}
setScreen(scale);
CGSize size = [UIScreen mainScreen].bounds.size;
UIInterfaceOrientation orientation = [[UIApplication sharedApplication] statusBarOrientation];
updateConfig((int)size.width, (int)size.height, orientation);
}
- (void)viewWillTransitionToSize:(CGSize)size withTransitionCoordinator:(id<UIViewControllerTransitionCoordinator>)coordinator {
[coordinator animateAlongsideTransition:^(id<UIViewControllerTransitionCoordinatorContext> context) {
// TODO(crawshaw): come up with a plan to handle animations.
} completion:^(id<UIViewControllerTransitionCoordinatorContext> context) {
UIInterfaceOrientation orientation = [[UIApplication sharedApplication] statusBarOrientation];
updateConfig((int)size.width, (int)size.height, orientation);
}];
}
- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect {
// Now that we have been asked to do the first draw, disable any
// future draw and hand control over to the Go paint.Event cycle.
self.glview.enableSetNeedsDisplay = NO;
startloop((GLintptr)self.context);
}
#define TOUCH_TYPE_BEGIN 0 // touch.TypeBegin
#define TOUCH_TYPE_MOVE 1 // touch.TypeMove
#define TOUCH_TYPE_END 2 // touch.TypeEnd
static void sendTouches(int change, NSSet* touches) {
CGFloat scale = [UIScreen mainScreen].scale;
for (UITouch* touch in touches) {
CGPoint p = [touch locationInView:touch.view];
sendTouch((GoUintptr)touch, (GoUintptr)change, p.x*scale, p.y*scale);
}
}
- (void)touchesBegan:(NSSet*)touches withEvent:(UIEvent*)event {
sendTouches(TOUCH_TYPE_BEGIN, touches);
}
- (void)touchesMoved:(NSSet*)touches withEvent:(UIEvent*)event {
sendTouches(TOUCH_TYPE_MOVE, touches);
}
- (void)touchesEnded:(NSSet*)touches withEvent:(UIEvent*)event {
sendTouches(TOUCH_TYPE_END, touches);
}
- (void)touchesCanceled:(NSSet*)touches withEvent:(UIEvent*)event {
sendTouches(TOUCH_TYPE_END, touches);
}
@end
void runApp(void) {
@autoreleasepool {
UIApplicationMain(0, nil, nil, NSStringFromClass([GoAppAppDelegate class]));
}
}
void makeCurrentContext(GLintptr context) {
EAGLContext* ctx = (EAGLContext*)context;
if (![EAGLContext setCurrentContext:ctx]) {
// TODO(crawshaw): determine how terrible this is. Exit?
NSLog(@"failed to set current context");
}
}
void swapBuffers(GLintptr context) {
__block EAGLContext* ctx = (EAGLContext*)context;
dispatch_sync(dispatch_get_main_queue(), ^{
[EAGLContext setCurrentContext:ctx];
[ctx presentRenderbuffer:GL_RENDERBUFFER];
});
}
uint64_t threadID() {
uint64_t id;
if (pthread_threadid_np(pthread_self(), &id)) {
abort();
}
return id;
}