ebiten/uicontext.go

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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.
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package ebiten
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import (
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"fmt"
"sync"
"github.com/hajimehoshi/ebiten/v2/internal/debug"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/hooks"
"github.com/hajimehoshi/ebiten/v2/internal/ui"
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)
type uiContext struct {
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game Game
offscreen *Image
screen *Image
updateCalled bool
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) UpdateOffscreen(outsideWidth, outsideHeight float64, deviceScaleFactor float64) (int, int) {
ow, oh := c.game.Layout(int(outsideWidth), int(outsideHeight))
if ow <= 0 || oh <= 0 {
panic("ebiten: Layout must return positive numbers")
}
sw, sh := int(outsideWidth*deviceScaleFactor), int(outsideHeight*deviceScaleFactor)
if c.screen != nil {
if w, h := c.screen.Size(); w != sw || h != sh {
c.screen.Dispose()
c.screen = nil
}
}
if c.screen == nil {
c.screen = newScreenFramebufferImage(sw, sh)
}
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if c.offscreen != nil {
if w, h := c.offscreen.Size(); w != ow || h != oh {
c.offscreen.Dispose()
c.offscreen = nil
}
}
if c.offscreen == nil {
c.offscreen = NewImage(ow, oh)
c.offscreen.mipmap.SetVolatile(IsScreenClearedEveryFrame())
// Keep the offscreen an independent image from an atlas (#1938).
// The shader program for the screen is special and doesn't work well with an image on an atlas.
// An image on an atlas is surrounded by a transparent edge,
// and the shader program unexpectedly picks the pixel on the edges.
c.offscreen.mipmap.SetIndependent(true)
}
return ow, oh
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}
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) UpdateFrame(updateCount int, screenScale float64, offsetX, offsetY float64) error {
// 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("Update count per frame: %d\n", updateCount)
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for i := 0; i < updateCount; i++ {
if err := hooks.RunBeforeUpdateHooks(); err != nil {
return err
}
if err := c.game.Update(); err != nil {
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return err
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}
ui.Get().ResetForFrame()
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}
// 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)
if ui.NeedsClearingScreen() {
// This clear is needed for fullscreen mode or some mobile platforms (#622).
c.screen.Clear()
}
op := &DrawImageOptions{}
s := screenScale
switch vd := ui.FramebufferYDirection(); vd {
case graphicsdriver.Upward:
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op.GeoM.Scale(s, -s)
_, h := c.offscreen.Size()
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op.GeoM.Translate(0, float64(h)*s)
case graphicsdriver.Downward:
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op.GeoM.Scale(s, s)
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default:
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panic(fmt.Sprintf("ebiten: invalid v-direction: %d", vd))
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}
op.GeoM.Translate(offsetX, offsetY)
op.CompositeMode = CompositeModeCopy
// filterScreen works with >=1 scale, but does not well with <1 scale.
// Use regular FilterLinear instead so far (#669).
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if s >= 1 {
op.Filter = filterScreen
} else {
op.Filter = FilterLinear
}
c.screen.DrawImage(c.offscreen, op)
return nil
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}