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- // Copyright 2014 Hajime Hoshi
- //
- // Licensed under the Apache License, Version 2.0 (the "License");
- // you may not use this file except in compliance with the License.
- // You may obtain a copy of the License at
- //
- // http://www.apache.org/licenses/LICENSE-2.0
- //
- // Unless required by applicable law or agreed to in writing, software
- // distributed under the License is distributed on an "AS IS" BASIS,
- // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- // See the License for the specific language governing permissions and
- // limitations under the License.
- package ebiten
- import (
- "fmt"
- "math"
- "sync"
- "sync/atomic"
- "github.com/hajimehoshi/ebiten/v2/internal/buffered"
- "github.com/hajimehoshi/ebiten/v2/internal/clock"
- "github.com/hajimehoshi/ebiten/v2/internal/debug"
- "github.com/hajimehoshi/ebiten/v2/internal/driver"
- "github.com/hajimehoshi/ebiten/v2/internal/hooks"
- )
- type uiContext struct {
- game Game
- offscreen *Image
- screen *Image
- updateCalled bool
- outsideSizeUpdated bool
- outsideWidth float64
- outsideHeight float64
- err atomic.Value
- m sync.Mutex
- }
- var theUIContext = &uiContext{}
- func (c *uiContext) set(game Game) {
- c.m.Lock()
- defer c.m.Unlock()
- c.game = game
- }
- func (c *uiContext) setError(err error) {
- c.err.Store(err)
- }
- func (c *uiContext) Layout(outsideWidth, outsideHeight float64) {
- // The given outside size can be 0 e.g. just after restoring from the fullscreen mode on Windows (#1589)
- // Just ignore such cases. Otherwise, creating a zero-sized framebuffer causes a panic.
- if outsideWidth == 0 || outsideHeight == 0 {
- return
- }
- c.outsideSizeUpdated = true
- c.outsideWidth = outsideWidth
- c.outsideHeight = outsideHeight
- }
- func (c *uiContext) updateOffscreen() {
- sw, sh := c.game.Layout(int(c.outsideWidth), int(c.outsideHeight))
- if sw <= 0 || sh <= 0 {
- panic("ebiten: Layout must return positive numbers")
- }
- if c.offscreen != nil && !c.outsideSizeUpdated {
- if w, h := c.offscreen.Size(); w == sw && h == sh {
- return
- }
- }
- c.outsideSizeUpdated = false
- if c.screen != nil {
- c.screen.Dispose()
- c.screen = nil
- }
- if c.offscreen != nil {
- if w, h := c.offscreen.Size(); w != sw || h != sh {
- c.offscreen.Dispose()
- c.offscreen = nil
- }
- }
- if c.offscreen == nil {
- c.offscreen = NewImage(sw, sh)
- c.offscreen.mipmap.SetVolatile(IsScreenClearedEveryFrame())
- }
- // TODO: This is duplicated with mobile/ebitenmobileview/funcs.go. Refactor this.
- d := uiDriver().DeviceScaleFactor()
- c.screen = newScreenFramebufferImage(int(c.outsideWidth*d), int(c.outsideHeight*d))
- }
- func (c *uiContext) setScreenClearedEveryFrame(cleared bool) {
- c.m.Lock()
- defer c.m.Unlock()
- if c.offscreen != nil {
- c.offscreen.mipmap.SetVolatile(cleared)
- }
- }
- func (c *uiContext) setWindowResizable(resizable bool) {
- c.m.Lock()
- defer c.m.Unlock()
- if w := uiDriver().Window(); w != nil {
- w.SetResizable(resizable)
- }
- }
- func (c *uiContext) screenScale(deviceScaleFactor float64) float64 {
- if c.offscreen == nil {
- return 0
- }
- sw, sh := c.offscreen.Size()
- scaleX := c.outsideWidth / float64(sw) * deviceScaleFactor
- scaleY := c.outsideHeight / float64(sh) * deviceScaleFactor
- return math.Min(scaleX, scaleY)
- }
- func (c *uiContext) offsets(deviceScaleFactor float64) (float64, float64) {
- if c.offscreen == nil {
- return 0, 0
- }
- sw, sh := c.offscreen.Size()
- s := c.screenScale(deviceScaleFactor)
- width := float64(sw) * s
- height := float64(sh) * s
- x := (c.outsideWidth*deviceScaleFactor - width) / 2
- y := (c.outsideHeight*deviceScaleFactor - height) / 2
- return x, y
- }
- func (c *uiContext) Update() error {
- // TODO: If updateCount is 0 and vsync is disabled, swapping buffers can be skipped.
- if err, ok := c.err.Load().(error); ok && err != nil {
- return err
- }
- if err := buffered.BeginFrame(); err != nil {
- return err
- }
- if err := c.update(clock.Update(MaxTPS())); err != nil {
- return err
- }
- if err := buffered.EndFrame(); err != nil {
- return err
- }
- return nil
- }
- func (c *uiContext) ForceUpdate() error {
- // ForceUpdate can be invoked even if uiContext it not initialized yet (#1591).
- if c.outsideWidth == 0 || c.outsideHeight == 0 {
- return nil
- }
- if err, ok := c.err.Load().(error); ok && err != nil {
- return err
- }
- if err := buffered.BeginFrame(); err != nil {
- return err
- }
- if err := c.update(1); err != nil {
- return err
- }
- if err := buffered.EndFrame(); err != nil {
- return err
- }
- return nil
- }
- func (c *uiContext) update(updateCount int) error {
- c.updateOffscreen()
- // Ensure that Update is called once before Draw so that Update can be used for initialization.
- if !c.updateCalled && updateCount == 0 {
- updateCount = 1
- c.updateCalled = true
- }
- debug.Logf("--\nUpdate count per frame: %d\n", updateCount)
- for i := 0; i < updateCount; i++ {
- if err := hooks.RunBeforeUpdateHooks(); err != nil {
- return err
- }
- if err := c.game.Update(); err != nil {
- return err
- }
- uiDriver().ResetForFrame()
- }
- // Even though updateCount == 0, the offscreen is cleared and Draw is called.
- // Draw should not update the game state and then the screen should not be updated without Update, but
- // users might want to process something at Draw with the time intervals of FPS.
- if IsScreenClearedEveryFrame() {
- c.offscreen.Clear()
- }
- c.game.Draw(c.offscreen)
- // This clear is needed for fullscreen mode or some mobile platforms (#622).
- c.screen.Clear()
- op := &DrawImageOptions{}
- s := c.screenScale(uiDriver().DeviceScaleFactor())
- switch vd := uiDriver().Graphics().FramebufferYDirection(); vd {
- case driver.Upward:
- op.GeoM.Scale(s, -s)
- _, h := c.offscreen.Size()
- op.GeoM.Translate(0, float64(h)*s)
- case driver.Downward:
- op.GeoM.Scale(s, s)
- default:
- panic(fmt.Sprintf("ebiten: invalid v-direction: %d", vd))
- }
- op.GeoM.Translate(c.offsets(uiDriver().DeviceScaleFactor()))
- op.CompositeMode = CompositeModeCopy
- // filterScreen works with >=1 scale, but does not well with <1 scale.
- // Use regular FilterLinear instead so far (#669).
- if s >= 1 {
- op.Filter = filterScreen
- } else {
- op.Filter = FilterLinear
- }
- c.screen.DrawImage(c.offscreen, op)
- return nil
- }
- func (c *uiContext) AdjustPosition(x, y float64, deviceScaleFactor float64) (float64, float64) {
- ox, oy := c.offsets(deviceScaleFactor)
- s := c.screenScale(deviceScaleFactor)
- // The scale 0 indicates that the offscreen is not initialized yet.
- // As any cursor values don't make sense, just return NaN.
- if s == 0 {
- return math.NaN(), math.NaN()
- }
- return (x*deviceScaleFactor - ox) / s, (y*deviceScaleFactor - oy) / s
- }
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