| Index: third_party/go/src/golang.org/x/mobile/app/darwin_amd64.go
|
| diff --git a/third_party/go/src/golang.org/x/mobile/app/darwin_amd64.go b/third_party/go/src/golang.org/x/mobile/app/darwin_amd64.go
|
| deleted file mode 100644
|
| index 5ddcc773319d45e2dff4a44406aab13df6fbca2d..0000000000000000000000000000000000000000
|
| --- a/third_party/go/src/golang.org/x/mobile/app/darwin_amd64.go
|
| +++ /dev/null
|
| @@ -1,145 +0,0 @@
|
| -// 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 darwin
|
| -
|
| -package app
|
| -
|
| -// Simple on-screen app debugging for OS X. Not an officially supported
|
| -// development target for apps, as screens with mice are very different
|
| -// than screens with touch panels.
|
| -
|
| -/*
|
| -#cgo CFLAGS: -x objective-c
|
| -#cgo LDFLAGS: -framework Cocoa -framework OpenGL -framework QuartzCore
|
| -#import <Cocoa/Cocoa.h>
|
| -#import <OpenGL/gl.h>
|
| -#include <pthread.h>
|
| -
|
| -void glGenVertexArrays(GLsizei n, GLuint* array);
|
| -void glBindVertexArray(GLuint array);
|
| -
|
| -void runApp(void);
|
| -void lockContext(GLintptr);
|
| -void unlockContext(GLintptr);
|
| -double backingScaleFactor();
|
| -uint64 threadID();
|
| -
|
| -*/
|
| -import "C"
|
| -import (
|
| - "log"
|
| - "runtime"
|
| - "sync"
|
| -
|
| - "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 Cocoa 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
|
| - C.runApp()
|
| -}
|
| -
|
| -//export setGeom
|
| -func setGeom(pixelsPerPt float32, width, height int) {
|
| - // Macs default to 72 DPI, so scales are equivalent.
|
| - geom.PixelsPerPt = pixelsPerPt
|
| - geom.Width = geom.Pt(float32(width) / pixelsPerPt)
|
| - geom.Height = geom.Pt(float32(height) / pixelsPerPt)
|
| -}
|
| -
|
| -func initGL() {
|
| - // Using attribute arrays in OpenGL 3.3 requires the use of a VBA.
|
| - // But VBAs don't exist in ES 2. So we bind a default one.
|
| - var id C.GLuint
|
| - C.glGenVertexArrays(1, &id)
|
| - C.glBindVertexArray(id)
|
| - if cb.Start != nil {
|
| - cb.Start()
|
| - }
|
| -}
|
| -
|
| -var cb Callbacks
|
| -var initGLOnce sync.Once
|
| -
|
| -var events struct {
|
| - sync.Mutex
|
| - pending []event.Touch
|
| -}
|
| -
|
| -func sendTouch(ty event.TouchType, x, y float32) {
|
| - events.Lock()
|
| - events.pending = append(events.pending, event.Touch{
|
| - Type: ty,
|
| - Loc: geom.Point{
|
| - X: geom.Pt(x / geom.PixelsPerPt),
|
| - Y: geom.Height - geom.Pt(y/geom.PixelsPerPt),
|
| - },
|
| - })
|
| - events.Unlock()
|
| -}
|
| -
|
| -//export eventMouseDown
|
| -func eventMouseDown(x, y float32) { sendTouch(event.TouchStart, x, y) }
|
| -
|
| -//export eventMouseDragged
|
| -func eventMouseDragged(x, y float32) { sendTouch(event.TouchMove, x, y) }
|
| -
|
| -//export eventMouseEnd
|
| -func eventMouseEnd(x, y float32) { sendTouch(event.TouchEnd, x, y) }
|
| -
|
| -//export drawgl
|
| -func drawgl(ctx C.GLintptr) {
|
| - // 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.lockContext(ctx)
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| -
|
| - initGLOnce.Do(initGL)
|
| -
|
| - events.Lock()
|
| - pending := events.pending
|
| - events.pending = nil
|
| - events.Unlock()
|
| - for _, e := range pending {
|
| - if cb.Touch != nil {
|
| - cb.Touch(e)
|
| - }
|
| - }
|
| -
|
| - // TODO: is the library or the app responsible for clearing the buffers?
|
| - gl.ClearColor(0, 0, 0, 1)
|
| - gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
|
| - if cb.Draw != nil {
|
| - cb.Draw()
|
| - }
|
| -
|
| - 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()
|
| -}
|
|
|