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internal/ui: clean-up code
A callback is preferred to a dirty flag. Updates #2341
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@ -54,6 +54,8 @@ type context struct {
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outsideWidth float64
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outsideHeight float64
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isOffscreenDirty bool
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skipCount int
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}
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@ -165,14 +167,15 @@ func (c *context) drawGame(graphicsDriver graphicsdriver.Graphics, forceDraw boo
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c.offscreen.clear()
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}
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c.offscreen.dirty = false
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// isOffscreenDirty is updated when an offscreen's drawCallback.
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c.isOffscreenDirty = false
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if err := c.game.DrawOffscreen(); err != nil {
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return err
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}
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const maxSkipCount = 3
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if !forceDraw && !theGlobalState.isScreenClearedEveryFrame() && !c.offscreen.dirty {
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if !forceDraw && !theGlobalState.isScreenClearedEveryFrame() && !c.isOffscreenDirty {
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if c.skipCount < maxSkipCount {
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c.skipCount++
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}
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@ -234,6 +237,9 @@ func (c *context) layoutGame(outsideWidth, outsideHeight float64, deviceScaleFac
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}
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if c.offscreen == nil {
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c.offscreen = c.game.NewOffscreenImage(ow, oh)
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c.offscreen.drawCallback = func() {
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c.isOffscreenDirty = true
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}
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}
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return ow, oh
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@ -46,7 +46,9 @@ type Image struct {
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bigOffscreenBufferBlend graphicsdriver.Blend
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bigOffscreenBufferDirty bool
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dirty bool
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// drawCallback is a callback called when DrawTriangles or WritePixels is called.
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// drawCallback is useful to detect whether the image is manipulated or not after a certain time.
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drawCallback func()
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}
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func NewImage(width, height int, imageType atlas.ImageType) *Image {
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@ -70,11 +72,13 @@ func (i *Image) MarkDisposed() {
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i.mipmap.MarkDisposed()
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i.mipmap = nil
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i.dotsBuffer = nil
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i.dirty = false
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i.drawCallback = nil
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}
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func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageCount - 1][2]float32, shader *Shader, uniforms [][]float32, evenOdd bool, canSkipMipmap bool, antialias bool) {
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i.dirty = true
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if i.drawCallback != nil {
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i.drawCallback()
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}
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if antialias {
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// Flush the other buffer to make the buffers exclusive.
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@ -146,7 +150,9 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
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}
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func (i *Image) WritePixels(pix []byte, x, y, width, height int) {
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i.dirty = true
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if i.drawCallback != nil {
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i.drawCallback()
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}
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if width == 1 && height == 1 {
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// Flush the other buffer to make the buffers exclusive.
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