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// Copyright 2014 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 linux darwin
package app
import (
"io"
"golang.org/x/mobile/event"
"golang.org/x/mobile/geom"
)
var callbacks []Callbacks
// Run starts the app.
//
// It must be called directly from the main function and will
// block until the app exits.
//
// TODO(crawshaw): Remove cb parameter.
func Run(cb Callbacks) {
callbacks = append(callbacks, cb)
run(callbacks)
}
// Callbacks is the set of functions called by the app.
type Callbacks struct {
// Start is called when the app enters the foreground.
// The app will start receiving Draw and Touch calls.
//
// If the app is responsible for the screen (that is, it is an
// all-Go app), then Window geometry will be configured and an
// OpenGL context will be available during Start.
//
// If this is a library, Start will be called before the
// app is told that Go has finished initialization.
//
// Start is an equivalent lifecycle state to onStart() on
// Android and applicationDidBecomeActive on iOS.
Start func()
// Stop is called shortly before a program is suspended.
//
// When Stop is received, the app is no longer visible and is not
// receiving events. It should:
//
// - Save any state the user expects saved (for example text).
// - Release all resources that are not needed.
//
// Execution time in the stop state is limited, and the limit is
// enforced by the operating system. Stop as quickly as you can.
//
// An app that is stopped may be started again. For example, the user
// opens Recent Apps and switches to your app. A stopped app may also
// be terminated by the operating system with no further warning.
//
// Stop is equivalent to onStop() on Android and
// applicationDidEnterBackground on iOS.
Stop func()
// Draw is called by the render loop to draw the screen.
//
// Drawing is done into a framebuffer, which is then swapped onto the
// screen when Draw returns. It is called 60 times a second.
Draw func()
// Touch is called by the app when a touch event occurs.
Touch func(event.Touch)
// Config is called by the app when configuration has changed.
Config func(new, old Config)
}
// Register registers a set of callbacks.
// Must be called before Run.
func Register(cb Callbacks) {
callbacks = append(callbacks, cb)
}
// Open opens a named asset.
//
// On Android, assets are accessed via android.content.res.AssetManager.
// These files are stored in the assets/ directory of the app. Any raw asset
// can be accessed by its direct relative name. For example assets/img.png
// can be opened with Open("img.png").
//
// On iOS an asset is a resource stored in the application bundle.
// Resources can be loaded using the same relative paths.
//
// For consistency when debugging on a desktop, assets are read from a
// directoy named assets under the current working directory.
func Open(name string) (ReadSeekCloser, error) {
return openAsset(name)
}
// ReadSeekCloser is an io.ReadSeeker and io.Closer.
type ReadSeekCloser interface {
io.ReadSeeker
io.Closer
}
// GetConfig returns the current application state.
// It will block until Run has been called.
func GetConfig() Config {
select {
case <-mainCalled:
default:
panic("app.GetConfig is not available before app.Run is called")
}
configCurMu.Lock()
defer configCurMu.Unlock()
return configCur
}
// Config is global application-specific configuration.
//
// The Config variable also holds operating system specific state.
// Android apps have the extra methods:
//
// // JavaVM returns a JNI *JavaVM.
// JavaVM() unsafe.Pointer
//
// // AndroidContext returns a jobject for the app android.context.Context.
// AndroidContext() unsafe.Pointer
//
// These extra methods are deliberately difficult to access because they
// must be used with care. Their use implies the use of cgo, which probably
// requires you understand the initialization process in the app package.
// Also care must be taken to write both Android, iOS, and desktop-testing
// versions to maintain portability.
type Config struct {
// Width is the width of the device screen.
Width geom.Pt
// Height is the height of the device screen.
Height geom.Pt
// TODO: Orientation
}