// 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 package app /* #cgo CFLAGS: -x objective-c #cgo LDFLAGS: -framework Foundation -framework UIKit -framework GLKit -framework OpenGLES -framework QuartzCore #include #include #include extern struct utsname sysInfo; void runApp(void); void setContext(void* context); uint64_t threadID(); */ import "C" import ( "log" "runtime" "sync" "unsafe" "golang.org/x/mobile/event" "golang.org/x/mobile/geom" "golang.org/x/mobile/gl" ) var initThreadID uint64 func init() { // Lock the goroutine responsible for initialization to an OS thread. // This means the goroutine running main (and calling the run function // below) is locked to the OS thread that started the program. This is // necessary for the correct delivery of UIKit events to the process. // // A discussion on this topic: // https://groups.google.com/forum/#!msg/golang-nuts/IiWZ2hUuLDA/SNKYYZBelsYJ runtime.LockOSThread() initThreadID = uint64(C.threadID()) } func run(callbacks []Callbacks) { if tid := uint64(C.threadID()); tid != initThreadID { log.Fatalf("app.Run called on thread %d, but app.init ran on %d", tid, initThreadID) } cb = callbacks close(mainCalled) C.runApp() } // TODO(crawshaw): determine minimum iOS version and remove irrelevant devices. var machinePPI = map[string]int{ "i386": 163, // simulator "x86_64": 163, // simulator "iPod1,1": 163, // iPod Touch gen1 "iPod2,1": 163, // iPod Touch gen2 "iPod3,1": 163, // iPod Touch gen3 "iPod4,1": 326, // iPod Touch gen4 "iPod5,1": 326, // iPod Touch gen5 "iPhone1,1": 163, // iPhone "iPhone1,2": 163, // iPhone 3G "iPhone2,1": 163, // iPhone 3GS "iPad1,1": 132, // iPad gen1 "iPad2,1": 132, // iPad gen2 "iPad2,2": 132, // iPad gen2 GSM "iPad2,3": 132, // iPad gen2 CDMA "iPad2,4": 132, // iPad gen2 "iPad2,5": 163, // iPad Mini gen1 "iPad2,6": 163, // iPad Mini gen1 AT&T "iPad2,7": 163, // iPad Mini gen1 VZ "iPad3,1": 264, // iPad gen3 "iPad3,2": 264, // iPad gen3 VZ "iPad3,3": 264, // iPad gen3 AT&T "iPad3,4": 264, // iPad gen4 "iPad3,5": 264, // iPad gen4 AT&T "iPad3,6": 264, // iPad gen4 VZ "iPad4,1": 264, // iPad Air wifi "iPad4,2": 264, // iPad Air LTE "iPad4,3": 264, // iPad Air LTE China "iPad4,4": 326, // iPad Mini gen2 wifi "iPad4,5": 326, // iPad Mini gen2 LTE "iPad4,6": 326, // iPad Mini 3 "iPad4,7": 326, // iPad Mini 3 "iPhone3,1": 326, // iPhone 4 "iPhone4,1": 326, // iPhone 4S "iPhone5,1": 326, // iPhone 5 "iPhone5,2": 326, // iPhone 5 "iPhone5,3": 326, // iPhone 5c "iPhone5,4": 326, // iPhone 5c "iPhone6,1": 326, // iPhone 5s "iPhone6,2": 326, // iPhone 5s "iPhone7,1": 401, // iPhone 6 Plus "iPhone7,2": 326, // iPhone 6 } func ppi() int { C.uname(&C.sysInfo) name := C.GoString(&C.sysInfo.machine[0]) v, ok := machinePPI[name] if !ok { log.Printf("unknown machine: %s", name) v = 163 // emergency fallback } return v } //export setGeom func setGeom(width, height int) { if geom.PixelsPerPt == 0 { geom.PixelsPerPt = float32(ppi()) / 72 } configAlt.Width = geom.Pt(float32(width) / geom.PixelsPerPt) configAlt.Height = geom.Pt(float32(height) / geom.PixelsPerPt) configSwap(cb) } func initGL() { stateStart(cb) } var cb []Callbacks var initGLOnce sync.Once // touchIDs is the current active touches. The position in the array // is the ID, the value is the UITouch* pointer value. // // It is widely reported that the iPhone can handle up to 5 simultaneous // touch events, while the iPad can handle 11. var touchIDs [11]uintptr var touchEvents struct { sync.Mutex pending []event.Touch } //export sendTouch func sendTouch(touch uintptr, touchType int, x, y float32) { id := -1 for i, val := range touchIDs { if val == touch { id = i break } } if id == -1 { for i, val := range touchIDs { if val == 0 { touchIDs[i] = touch id = i break } } if id == -1 { panic("out of touchIDs") } } ty := event.TouchType(touchType) if ty == event.TouchEnd { touchIDs[id] = 0 } touchEvents.Lock() touchEvents.pending = append(touchEvents.pending, event.Touch{ ID: event.TouchSequenceID(id), Type: ty, Loc: geom.Point{ X: geom.Pt(x / geom.PixelsPerPt), Y: geom.Pt(y / geom.PixelsPerPt), }, }) touchEvents.Unlock() } //export drawgl func drawgl(ctx uintptr) { // The call to lockContext loads the OpenGL context into // thread-local storage for use by the underlying GL calls // done in the user's Draw function. We need to stay on // the same thread throughout Draw, so we LockOSThread. runtime.LockOSThread() C.setContext(unsafe.Pointer(ctx)) initGLOnce.Do(initGL) touchEvents.Lock() pending := touchEvents.pending touchEvents.pending = nil touchEvents.Unlock() for _, cb := range callbacks { if cb.Touch != nil { for _, e := range pending { cb.Touch(e) } } } // TODO not here? gl.ClearColor(0, 0, 0, 1) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) for _, c := range cb { if c.Draw != nil { c.Draw() } } // TODO //C.unlockContext(ctx) // This may unlock the original main thread, but that's OK, // because by the time it does the thread has already entered // C.runApp, which won't give the thread up. runtime.UnlockOSThread() }