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internal/ui: refactoring: move some logics to internal/ui
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parent
2609d73a1a
commit
08ae7006ef
@ -17,17 +17,20 @@ package ui
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import (
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"sync/atomic"
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"github.com/hajimehoshi/ebiten/v2/internal/buffered"
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"github.com/hajimehoshi/ebiten/v2/internal/clock"
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"github.com/hajimehoshi/ebiten/v2/internal/debug"
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graphicspkg "github.com/hajimehoshi/ebiten/v2/internal/graphics"
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)
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const DefaultTPS = 60
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type Context interface {
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UpdateFrame(updateCount int) error
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Layout(outsideWidth, outsideHeight float64)
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UpdateOffscreen(outsideWidth, outsideHeight float64) (int, int)
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UpdateFrame(updateCount int, outsideWidth, outsideHeight float64) error
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// AdjustPosition can be called from a different goroutine from Update's or Layout's.
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AdjustPosition(x, y float64, deviceScaleFactor float64) (float64, float64)
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AdjustPosition(x, y float64, outsideWidth, outsideHeight float64, deviceScaleFactor float64) (float64, float64)
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}
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type contextImpl struct {
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@ -35,6 +38,8 @@ type contextImpl struct {
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outsideWidth float64
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outsideHeight float64
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offscreenWidth int
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offscreenHeight int
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}
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func newContextImpl(context Context) *contextImpl {
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@ -44,15 +49,19 @@ func newContextImpl(context Context) *contextImpl {
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}
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func (c *contextImpl) updateFrame() error {
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if err := theGlobalState.err(); err != nil {
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return err
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}
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// TODO: If updateCount is 0 and vsync is disabled, swapping buffers can be skipped.
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return c.context.UpdateFrame(clock.Update(theGlobalState.maxTPS()))
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return c.updateFrameImpl(clock.Update(theGlobalState.maxTPS()))
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}
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func (c *contextImpl) forceUpdateFrame() error {
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return c.updateFrameImpl(1)
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}
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func (c *contextImpl) updateFrameImpl(updateCount int) error {
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ow, oh := c.context.UpdateOffscreen(c.outsideWidth, c.outsideHeight)
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c.offscreenWidth = ow
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c.offscreenHeight = oh
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if err := theGlobalState.err(); err != nil {
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return err
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}
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@ -62,7 +71,23 @@ func (c *contextImpl) forceUpdateFrame() error {
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return nil
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}
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return c.context.UpdateFrame(1)
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debug.Logf("----\n")
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if err := buffered.BeginFrame(); err != nil {
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return err
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}
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if err := c.context.UpdateFrame(updateCount, c.outsideWidth, c.outsideHeight); err != nil {
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return err
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}
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// All the vertices data are consumed at the end of the frame, and the data backend can be
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// available after that. Until then, lock the vertices backend.
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return graphicspkg.LockAndResetVertices(func() error {
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if err := buffered.EndFrame(); err != nil {
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return err
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}
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return nil
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})
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}
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func (c *contextImpl) layout(outsideWidth, outsideHeight float64) {
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@ -74,11 +99,10 @@ func (c *contextImpl) layout(outsideWidth, outsideHeight float64) {
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c.outsideWidth = outsideWidth
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c.outsideHeight = outsideHeight
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c.context.Layout(outsideWidth, outsideHeight)
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}
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func (c *contextImpl) adjustPosition(x, y float64, deviceScaleFactor float64) (float64, float64) {
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return c.context.AdjustPosition(x, y, deviceScaleFactor)
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return c.context.AdjustPosition(x, y, c.outsideWidth, c.outsideHeight, deviceScaleFactor)
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}
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var theGlobalState = globalState{
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68
uicontext.go
68
uicontext.go
@ -19,9 +19,7 @@ import (
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"math"
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"sync"
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"github.com/hajimehoshi/ebiten/v2/internal/buffered"
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"github.com/hajimehoshi/ebiten/v2/internal/debug"
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/hooks"
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"github.com/hajimehoshi/ebiten/v2/internal/ui"
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@ -34,9 +32,6 @@ type uiContext struct {
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updateCalled bool
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outsideWidth float64
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outsideHeight float64
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m sync.Mutex
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}
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@ -48,16 +43,11 @@ func (c *uiContext) set(game Game) {
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c.game = game
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}
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func (c *uiContext) Layout(outsideWidth, outsideHeight float64) {
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c.outsideWidth = outsideWidth
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c.outsideHeight = outsideHeight
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}
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func (c *uiContext) updateOffscreen() {
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func (c *uiContext) UpdateOffscreen(outsideWidth, outsideHeight float64) (int, int) {
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d := ui.Get().DeviceScaleFactor()
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sw, sh := int(c.outsideWidth*d), int(c.outsideHeight*d)
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sw, sh := int(outsideWidth*d), int(outsideHeight*d)
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ow, oh := c.game.Layout(int(c.outsideWidth), int(c.outsideHeight))
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ow, oh := c.game.Layout(int(outsideWidth), int(outsideHeight))
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if ow <= 0 || oh <= 0 {
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panic("ebiten: Layout must return positive numbers")
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}
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@ -69,7 +59,7 @@ func (c *uiContext) updateOffscreen() {
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}
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}
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if c.screen == nil {
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c.screen = newScreenFramebufferImage(int(c.outsideWidth*d), int(c.outsideHeight*d))
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c.screen = newScreenFramebufferImage(int(outsideWidth*d), int(outsideHeight*d))
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}
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if c.offscreen != nil {
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@ -88,6 +78,8 @@ func (c *uiContext) updateOffscreen() {
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// and the shader program unexpectedly picks the pixel on the edges.
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c.offscreen.mipmap.SetIndependent(true)
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}
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return ow, oh
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}
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func (c *uiContext) setScreenClearedEveryFrame(cleared bool) {
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@ -99,52 +91,30 @@ func (c *uiContext) setScreenClearedEveryFrame(cleared bool) {
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}
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}
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func (c *uiContext) screenScale(deviceScaleFactor float64) float64 {
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func (c *uiContext) screenScale(outsideWidth, outsideHeight float64, deviceScaleFactor float64) float64 {
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if c.offscreen == nil {
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return 0
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}
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sw, sh := c.offscreen.Size()
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scaleX := c.outsideWidth / float64(sw) * deviceScaleFactor
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scaleY := c.outsideHeight / float64(sh) * deviceScaleFactor
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scaleX := outsideWidth / float64(sw) * deviceScaleFactor
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scaleY := outsideHeight / float64(sh) * deviceScaleFactor
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return math.Min(scaleX, scaleY)
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}
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func (c *uiContext) offsets(deviceScaleFactor float64) (float64, float64) {
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func (c *uiContext) offsets(outsideWidth, outsideHeight float64, deviceScaleFactor float64) (float64, float64) {
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if c.offscreen == nil {
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return 0, 0
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}
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sw, sh := c.offscreen.Size()
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s := c.screenScale(deviceScaleFactor)
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s := c.screenScale(outsideWidth, outsideHeight, deviceScaleFactor)
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width := float64(sw) * s
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height := float64(sh) * s
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x := (c.outsideWidth*deviceScaleFactor - width) / 2
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y := (c.outsideHeight*deviceScaleFactor - height) / 2
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x := (outsideWidth*deviceScaleFactor - width) / 2
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y := (outsideHeight*deviceScaleFactor - height) / 2
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return x, y
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}
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func (c *uiContext) UpdateFrame(updateCount int) error {
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debug.Logf("----\n")
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if err := buffered.BeginFrame(); err != nil {
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return err
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}
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if err := c.updateFrameImpl(updateCount); err != nil {
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return err
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}
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// All the vertices data are consumed at the end of the frame, and the data backend can be
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// available after that. Until then, lock the vertices backend.
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return graphics.LockAndResetVertices(func() error {
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if err := buffered.EndFrame(); err != nil {
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return err
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}
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return nil
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})
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}
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func (c *uiContext) updateFrameImpl(updateCount int) error {
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c.updateOffscreen()
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func (c *uiContext) UpdateFrame(updateCount int, outsideWidth, outsideHeight float64) error {
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// Ensure that Update is called once before Draw so that Update can be used for initialization.
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if !c.updateCalled && updateCount == 0 {
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updateCount = 1
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@ -177,7 +147,7 @@ func (c *uiContext) updateFrameImpl(updateCount int) error {
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op := &DrawImageOptions{}
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s := c.screenScale(ui.Get().DeviceScaleFactor())
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s := c.screenScale(outsideWidth, outsideHeight, ui.Get().DeviceScaleFactor())
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switch vd := ui.FramebufferYDirection(); vd {
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case graphicsdriver.Upward:
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op.GeoM.Scale(s, -s)
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@ -189,7 +159,7 @@ func (c *uiContext) updateFrameImpl(updateCount int) error {
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panic(fmt.Sprintf("ebiten: invalid v-direction: %d", vd))
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}
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op.GeoM.Translate(c.offsets(ui.Get().DeviceScaleFactor()))
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op.GeoM.Translate(c.offsets(outsideWidth, outsideHeight, ui.Get().DeviceScaleFactor()))
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op.CompositeMode = CompositeModeCopy
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// filterScreen works with >=1 scale, but does not well with <1 scale.
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@ -203,9 +173,9 @@ func (c *uiContext) updateFrameImpl(updateCount int) error {
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return nil
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}
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func (c *uiContext) AdjustPosition(x, y float64, deviceScaleFactor float64) (float64, float64) {
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ox, oy := c.offsets(deviceScaleFactor)
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s := c.screenScale(deviceScaleFactor)
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func (c *uiContext) AdjustPosition(x, y float64, outsideWidth, outsideHeight float64, deviceScaleFactor float64) (float64, float64) {
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ox, oy := c.offsets(outsideWidth, outsideHeight, deviceScaleFactor)
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s := c.screenScale(outsideWidth, outsideHeight, deviceScaleFactor)
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// The scale 0 indicates that the offscreen is not initialized yet.
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// As any cursor values don't make sense, just return NaN.
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if s == 0 {
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