Add vendor
Specifically because I want to modify a dependency
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215
vendor/golang.org/x/mobile/app/darwin_ios.go
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vendored
Normal file
215
vendor/golang.org/x/mobile/app/darwin_ios.go
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vendored
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// Copyright 2015 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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//go:build darwin && ios
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package app
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/*
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#cgo CFLAGS: -x objective-c -DGL_SILENCE_DEPRECATION -DGLES_SILENCE_DEPRECATION
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#cgo LDFLAGS: -framework Foundation -framework UIKit -framework GLKit -framework OpenGLES -framework QuartzCore
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#include <sys/utsname.h>
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#include <stdint.h>
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#include <pthread.h>
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#include <UIKit/UIDevice.h>
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#import <GLKit/GLKit.h>
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extern struct utsname sysInfo;
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void runApp(void);
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void makeCurrentContext(GLintptr ctx);
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void swapBuffers(GLintptr ctx);
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uint64_t 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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"strings"
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"sync"
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"golang.org/x/mobile/event/lifecycle"
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"golang.org/x/mobile/event/paint"
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"golang.org/x/mobile/event/size"
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"golang.org/x/mobile/event/touch"
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"golang.org/x/mobile/geom"
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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 UIKit 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 main(f func(App)) {
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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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go func() {
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f(theApp)
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// TODO(crawshaw): trigger runApp to return
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}()
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C.runApp()
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panic("unexpected return from app.runApp")
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}
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var pixelsPerPt float32
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var screenScale int // [UIScreen mainScreen].scale, either 1, 2, or 3.
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//export setScreen
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func setScreen(scale int) {
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C.uname(&C.sysInfo)
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name := C.GoString(&C.sysInfo.machine[0])
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var v float32
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switch {
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case strings.HasPrefix(name, "iPhone"):
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v = 163
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case strings.HasPrefix(name, "iPad"):
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// TODO: is there a better way to distinguish the iPad Mini?
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switch name {
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case "iPad2,5", "iPad2,6", "iPad2,7", "iPad4,4", "iPad4,5", "iPad4,6", "iPad4,7":
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v = 163 // iPad Mini
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default:
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v = 132
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}
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default:
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v = 163 // names like i386 and x86_64 are the simulator
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}
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if v == 0 {
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log.Printf("unknown machine: %s", name)
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v = 163 // emergency fallback
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}
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pixelsPerPt = v * float32(scale) / 72
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screenScale = scale
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}
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//export updateConfig
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func updateConfig(width, height, orientation int32) {
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o := size.OrientationUnknown
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switch orientation {
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case C.UIDeviceOrientationPortrait, C.UIDeviceOrientationPortraitUpsideDown:
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o = size.OrientationPortrait
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case C.UIDeviceOrientationLandscapeLeft, C.UIDeviceOrientationLandscapeRight:
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o = size.OrientationLandscape
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}
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widthPx := screenScale * int(width)
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heightPx := screenScale * int(height)
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theApp.eventsIn <- size.Event{
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WidthPx: widthPx,
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HeightPx: heightPx,
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WidthPt: geom.Pt(float32(widthPx) / pixelsPerPt),
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HeightPt: geom.Pt(float32(heightPx) / pixelsPerPt),
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PixelsPerPt: pixelsPerPt,
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Orientation: o,
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}
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theApp.eventsIn <- paint.Event{External: true}
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}
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// touchIDs is the current active touches. The position in the array
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// is the ID, the value is the UITouch* pointer value.
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//
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// It is widely reported that the iPhone can handle up to 5 simultaneous
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// touch events, while the iPad can handle 11.
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var touchIDs [11]uintptr
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var touchEvents struct {
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sync.Mutex
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pending []touch.Event
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}
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//export sendTouch
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func sendTouch(cTouch, cTouchType uintptr, x, y float32) {
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id := -1
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for i, val := range touchIDs {
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if val == cTouch {
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id = i
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break
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}
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}
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if id == -1 {
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for i, val := range touchIDs {
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if val == 0 {
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touchIDs[i] = cTouch
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id = i
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break
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}
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}
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if id == -1 {
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panic("out of touchIDs")
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}
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}
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t := touch.Type(cTouchType)
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if t == touch.TypeEnd {
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touchIDs[id] = 0
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}
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theApp.eventsIn <- touch.Event{
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X: x,
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Y: y,
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Sequence: touch.Sequence(id),
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Type: t,
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}
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}
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//export lifecycleDead
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func lifecycleDead() { theApp.sendLifecycle(lifecycle.StageDead) }
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//export lifecycleAlive
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func lifecycleAlive() { theApp.sendLifecycle(lifecycle.StageAlive) }
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//export lifecycleVisible
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func lifecycleVisible() { theApp.sendLifecycle(lifecycle.StageVisible) }
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//export lifecycleFocused
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func lifecycleFocused() { theApp.sendLifecycle(lifecycle.StageFocused) }
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//export startloop
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func startloop(ctx C.GLintptr) {
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go theApp.loop(ctx)
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}
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// loop is the primary drawing loop.
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//
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// After UIKit has captured the initial OS thread for processing UIKit
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// events in runApp, it starts loop on another goroutine. It is locked
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// to an OS thread for its OpenGL context.
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func (a *app) loop(ctx C.GLintptr) {
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runtime.LockOSThread()
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C.makeCurrentContext(ctx)
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workAvailable := a.worker.WorkAvailable()
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for {
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select {
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case <-workAvailable:
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a.worker.DoWork()
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case <-theApp.publish:
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loop1:
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for {
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select {
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case <-workAvailable:
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a.worker.DoWork()
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default:
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break loop1
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}
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}
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C.swapBuffers(ctx)
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theApp.publishResult <- PublishResult{}
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}
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}
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}
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Block a user