143 lines
3.6 KiB
Go
143 lines
3.6 KiB
Go
// Copyright 2014 The Go Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style
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// license that can be found in the LICENSE file.
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// +build darwin
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package app
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// Simple on-screen app debugging for OS X. Not an officially supported
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// development target for apps, as screens with mice are very different
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// than screens with touch panels.
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/*
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#cgo CFLAGS: -x objective-c
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#cgo LDFLAGS: -framework Cocoa -framework OpenGL -framework QuartzCore
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#import <Cocoa/Cocoa.h>
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#import <OpenGL/gl.h>
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#include <pthread.h>
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void glGenVertexArrays(GLsizei n, GLuint* array);
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void glBindVertexArray(GLuint array);
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void runApp(void);
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void lockContext(GLintptr);
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void unlockContext(GLintptr);
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double backingScaleFactor();
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uint64 threadID();
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*/
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import "C"
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import (
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"log"
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"runtime"
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"sync"
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"code.google.com/p/go.mobile/event"
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"code.google.com/p/go.mobile/geom"
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"code.google.com/p/go.mobile/gl"
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)
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var initThreadID uint64
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func init() {
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// Lock the goroutine responsible for initialization to an OS thread.
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// This means the goroutine running main (and calling the run function
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// below) is locked to the OS thread that started the program. This is
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// necessary for the correct delivery of Cocoa events to the process.
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//
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// A discussion on this topic:
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// https://groups.google.com/forum/#!msg/golang-nuts/IiWZ2hUuLDA/SNKYYZBelsYJ
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runtime.LockOSThread()
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initThreadID = uint64(C.threadID())
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}
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func run(callbacks Callbacks) {
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if tid := uint64(C.threadID()); tid != initThreadID {
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log.Fatalf("app.Run called on thread %d, but app.init ran on %d", tid, initThreadID)
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}
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cb = callbacks
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C.runApp()
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}
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//export setGeom
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func setGeom(pixelsPerPt float32, width, height int) {
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// Macs default to 72 DPI, so scales are equivalent.
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geom.PixelsPerPt = pixelsPerPt
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geom.Width = geom.Pt(float32(width) / pixelsPerPt)
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geom.Height = geom.Pt(float32(height) / pixelsPerPt)
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}
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func initGL() {
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// Using attribute arrays in OpenGL 3.3 requires the use of a VBA.
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// But VBAs don't exist in ES 2. So we bind a default one.
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var id C.GLuint
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C.glGenVertexArrays(1, &id)
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C.glBindVertexArray(id)
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}
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var cb Callbacks
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var initGLOnce sync.Once
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var events struct {
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sync.Mutex
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pending []event.Touch
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}
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func sendTouch(ty event.TouchType, x, y float32) {
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events.Lock()
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events.pending = append(events.pending, event.Touch{
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Type: ty,
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Loc: geom.Point{
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X: geom.Pt(x / geom.PixelsPerPt),
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Y: geom.Height - geom.Pt(y/geom.PixelsPerPt),
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},
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})
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events.Unlock()
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}
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//export eventMouseDown
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func eventMouseDown(x, y float32) { sendTouch(event.TouchStart, x, y) }
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//export eventMouseDragged
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func eventMouseDragged(x, y float32) { sendTouch(event.TouchMove, x, y) }
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//export eventMouseEnd
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func eventMouseEnd(x, y float32) { sendTouch(event.TouchEnd, x, y) }
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//export drawgl
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func drawgl(ctx C.GLintptr) {
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// The call to lockContext loads the OpenGL context into
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// thread-local storage for use by the underlying GL calls
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// done in the user's Draw function. We need to stay on
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// the same thread throughout Draw, so we LockOSThread.
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runtime.LockOSThread()
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C.lockContext(ctx)
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initGLOnce.Do(initGL)
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events.Lock()
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pending := events.pending
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events.pending = nil
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events.Unlock()
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for _, e := range pending {
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if cb.Touch != nil {
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cb.Touch(e)
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}
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}
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// TODO: is the library or the app responsible for clearing the buffers?
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gl.ClearColor(0, 0, 0, 1)
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gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
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if cb.Draw != nil {
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cb.Draw()
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}
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C.unlockContext(ctx)
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// This may unlock the original main thread, but that's OK,
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// because by the time it does the thread has already entered
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// C.runApp, which won't give the thread up.
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runtime.UnlockOSThread()
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}
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