internal/ui: refactoring: move some logics to internal/ui

This commit is contained in:
Hajime Hoshi 2022-02-13 18:12:28 +09:00
parent 2609d73a1a
commit 08ae7006ef
2 changed files with 56 additions and 62 deletions

View File

@ -17,24 +17,29 @@ package ui
import (
"sync/atomic"
"github.com/hajimehoshi/ebiten/v2/internal/buffered"
"github.com/hajimehoshi/ebiten/v2/internal/clock"
"github.com/hajimehoshi/ebiten/v2/internal/debug"
graphicspkg "github.com/hajimehoshi/ebiten/v2/internal/graphics"
)
const DefaultTPS = 60
type Context interface {
UpdateFrame(updateCount int) error
Layout(outsideWidth, outsideHeight float64)
UpdateOffscreen(outsideWidth, outsideHeight float64) (int, int)
UpdateFrame(updateCount int, outsideWidth, outsideHeight float64) error
// AdjustPosition can be called from a different goroutine from Update's or Layout's.
AdjustPosition(x, y float64, deviceScaleFactor float64) (float64, float64)
AdjustPosition(x, y float64, outsideWidth, outsideHeight float64, deviceScaleFactor float64) (float64, float64)
}
type contextImpl struct {
context Context
outsideWidth float64
outsideHeight float64
outsideWidth float64
outsideHeight float64
offscreenWidth int
offscreenHeight int
}
func newContextImpl(context Context) *contextImpl {
@ -44,15 +49,19 @@ func newContextImpl(context Context) *contextImpl {
}
func (c *contextImpl) updateFrame() error {
if err := theGlobalState.err(); err != nil {
return err
}
// TODO: If updateCount is 0 and vsync is disabled, swapping buffers can be skipped.
return c.context.UpdateFrame(clock.Update(theGlobalState.maxTPS()))
return c.updateFrameImpl(clock.Update(theGlobalState.maxTPS()))
}
func (c *contextImpl) forceUpdateFrame() error {
return c.updateFrameImpl(1)
}
func (c *contextImpl) updateFrameImpl(updateCount int) error {
ow, oh := c.context.UpdateOffscreen(c.outsideWidth, c.outsideHeight)
c.offscreenWidth = ow
c.offscreenHeight = oh
if err := theGlobalState.err(); err != nil {
return err
}
@ -62,7 +71,23 @@ func (c *contextImpl) forceUpdateFrame() error {
return nil
}
return c.context.UpdateFrame(1)
debug.Logf("----\n")
if err := buffered.BeginFrame(); err != nil {
return err
}
if err := c.context.UpdateFrame(updateCount, c.outsideWidth, c.outsideHeight); err != nil {
return err
}
// All the vertices data are consumed at the end of the frame, and the data backend can be
// available after that. Until then, lock the vertices backend.
return graphicspkg.LockAndResetVertices(func() error {
if err := buffered.EndFrame(); err != nil {
return err
}
return nil
})
}
func (c *contextImpl) layout(outsideWidth, outsideHeight float64) {
@ -74,11 +99,10 @@ func (c *contextImpl) layout(outsideWidth, outsideHeight float64) {
c.outsideWidth = outsideWidth
c.outsideHeight = outsideHeight
c.context.Layout(outsideWidth, outsideHeight)
}
func (c *contextImpl) adjustPosition(x, y float64, deviceScaleFactor float64) (float64, float64) {
return c.context.AdjustPosition(x, y, deviceScaleFactor)
return c.context.AdjustPosition(x, y, c.outsideWidth, c.outsideHeight, deviceScaleFactor)
}
var theGlobalState = globalState{

View File

@ -19,9 +19,7 @@ import (
"math"
"sync"
"github.com/hajimehoshi/ebiten/v2/internal/buffered"
"github.com/hajimehoshi/ebiten/v2/internal/debug"
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
"github.com/hajimehoshi/ebiten/v2/internal/hooks"
"github.com/hajimehoshi/ebiten/v2/internal/ui"
@ -34,9 +32,6 @@ type uiContext struct {
updateCalled bool
outsideWidth float64
outsideHeight float64
m sync.Mutex
}
@ -48,16 +43,11 @@ func (c *uiContext) set(game Game) {
c.game = game
}
func (c *uiContext) Layout(outsideWidth, outsideHeight float64) {
c.outsideWidth = outsideWidth
c.outsideHeight = outsideHeight
}
func (c *uiContext) updateOffscreen() {
func (c *uiContext) UpdateOffscreen(outsideWidth, outsideHeight float64) (int, int) {
d := ui.Get().DeviceScaleFactor()
sw, sh := int(c.outsideWidth*d), int(c.outsideHeight*d)
sw, sh := int(outsideWidth*d), int(outsideHeight*d)
ow, oh := c.game.Layout(int(c.outsideWidth), int(c.outsideHeight))
ow, oh := c.game.Layout(int(outsideWidth), int(outsideHeight))
if ow <= 0 || oh <= 0 {
panic("ebiten: Layout must return positive numbers")
}
@ -69,7 +59,7 @@ func (c *uiContext) updateOffscreen() {
}
}
if c.screen == nil {
c.screen = newScreenFramebufferImage(int(c.outsideWidth*d), int(c.outsideHeight*d))
c.screen = newScreenFramebufferImage(int(outsideWidth*d), int(outsideHeight*d))
}
if c.offscreen != nil {
@ -88,6 +78,8 @@ func (c *uiContext) updateOffscreen() {
// and the shader program unexpectedly picks the pixel on the edges.
c.offscreen.mipmap.SetIndependent(true)
}
return ow, oh
}
func (c *uiContext) setScreenClearedEveryFrame(cleared bool) {
@ -99,52 +91,30 @@ func (c *uiContext) setScreenClearedEveryFrame(cleared bool) {
}
}
func (c *uiContext) screenScale(deviceScaleFactor float64) float64 {
func (c *uiContext) screenScale(outsideWidth, outsideHeight float64, 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
scaleX := outsideWidth / float64(sw) * deviceScaleFactor
scaleY := outsideHeight / float64(sh) * deviceScaleFactor
return math.Min(scaleX, scaleY)
}
func (c *uiContext) offsets(deviceScaleFactor float64) (float64, float64) {
func (c *uiContext) offsets(outsideWidth, outsideHeight float64, deviceScaleFactor float64) (float64, float64) {
if c.offscreen == nil {
return 0, 0
}
sw, sh := c.offscreen.Size()
s := c.screenScale(deviceScaleFactor)
s := c.screenScale(outsideWidth, outsideHeight, deviceScaleFactor)
width := float64(sw) * s
height := float64(sh) * s
x := (c.outsideWidth*deviceScaleFactor - width) / 2
y := (c.outsideHeight*deviceScaleFactor - height) / 2
x := (outsideWidth*deviceScaleFactor - width) / 2
y := (outsideHeight*deviceScaleFactor - height) / 2
return x, y
}
func (c *uiContext) UpdateFrame(updateCount int) error {
debug.Logf("----\n")
if err := buffered.BeginFrame(); err != nil {
return err
}
if err := c.updateFrameImpl(updateCount); err != nil {
return err
}
// All the vertices data are consumed at the end of the frame, and the data backend can be
// available after that. Until then, lock the vertices backend.
return graphics.LockAndResetVertices(func() error {
if err := buffered.EndFrame(); err != nil {
return err
}
return nil
})
}
func (c *uiContext) updateFrameImpl(updateCount int) error {
c.updateOffscreen()
func (c *uiContext) UpdateFrame(updateCount int, outsideWidth, outsideHeight 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
@ -177,7 +147,7 @@ func (c *uiContext) updateFrameImpl(updateCount int) error {
op := &DrawImageOptions{}
s := c.screenScale(ui.Get().DeviceScaleFactor())
s := c.screenScale(outsideWidth, outsideHeight, ui.Get().DeviceScaleFactor())
switch vd := ui.FramebufferYDirection(); vd {
case graphicsdriver.Upward:
op.GeoM.Scale(s, -s)
@ -189,7 +159,7 @@ func (c *uiContext) updateFrameImpl(updateCount int) error {
panic(fmt.Sprintf("ebiten: invalid v-direction: %d", vd))
}
op.GeoM.Translate(c.offsets(ui.Get().DeviceScaleFactor()))
op.GeoM.Translate(c.offsets(outsideWidth, outsideHeight, ui.Get().DeviceScaleFactor()))
op.CompositeMode = CompositeModeCopy
// filterScreen works with >=1 scale, but does not well with <1 scale.
@ -203,9 +173,9 @@ func (c *uiContext) updateFrameImpl(updateCount int) error {
return nil
}
func (c *uiContext) AdjustPosition(x, y float64, deviceScaleFactor float64) (float64, float64) {
ox, oy := c.offsets(deviceScaleFactor)
s := c.screenScale(deviceScaleFactor)
func (c *uiContext) AdjustPosition(x, y float64, outsideWidth, outsideHeight float64, deviceScaleFactor float64) (float64, float64) {
ox, oy := c.offsets(outsideWidth, outsideHeight, deviceScaleFactor)
s := c.screenScale(outsideWidth, outsideHeight, 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 {