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internal/ui: refactoring: keep screen/offscreen sizes as float64
Updates #2285
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parent
9ce394df43
commit
0d6b42fedd
36
gameforui.go
36
gameforui.go
@ -125,8 +125,20 @@ func (g *gameForUI) NewScreenImage(width, height int) *ui.Image {
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return g.screen.image
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}
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func (g *gameForUI) Layout(outsideWidth, outsideHeight int) (int, int) {
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return g.game.Layout(outsideWidth, outsideHeight)
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func (g *gameForUI) Layout(outsideWidth, outsideHeight float64) (float64, float64) {
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// Even if the original value is less than 1, the value must be a positive integer (#2340).
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// This is for a simple implementation of Layout, which returns the argument values without modifications.
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// TODO: Remove this hack when Game.Layout takes floats instead of integers.
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if outsideWidth < 1 {
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outsideWidth = 1
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}
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if outsideHeight < 1 {
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outsideHeight = 1
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}
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// TODO: Add a new Layout function taking float values (#2285).
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sw, sh := g.game.Layout(int(outsideWidth), int(outsideHeight))
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return float64(sw), float64(sh)
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}
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func (g *gameForUI) Update() error {
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@ -147,8 +159,7 @@ func (g *gameForUI) DrawOffscreen() error {
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return nil
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}
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func (g *gameForUI) DrawFinalScreen() {
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scale, offsetX, offsetY := g.ScreenScaleAndOffsets()
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func (g *gameForUI) DrawFinalScreen(scale, offsetX, offsetY float64) {
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var geoM GeoM
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geoM.Scale(scale, scale)
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geoM.Translate(offsetX, offsetY)
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@ -176,20 +187,3 @@ func (g *gameForUI) DrawFinalScreen() {
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g.screen.DrawRectShader(w, h, g.screenShader, op)
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}
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}
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func (g *gameForUI) ScreenScaleAndOffsets() (scale, offsetX, offsetY float64) {
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if g.screen == nil {
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return
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}
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sw, sh := g.screen.Size()
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ow, oh := g.offscreen.Size()
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scaleX := float64(sw) / float64(ow)
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scaleY := float64(sh) / float64(oh)
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scale = math.Min(scaleX, scaleY)
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width := float64(ow) * scale
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height := float64(oh) * scale
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offsetX = (float64(sw) - width) / 2
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offsetY = (float64(sh) - height) / 2
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return
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}
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@ -35,11 +35,10 @@ var (
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type Game interface {
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NewOffscreenImage(width, height int) *Image
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NewScreenImage(width, height int) *Image
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Layout(outsideWidth, outsideHeight int) (int, int)
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Layout(outsideWidth, outsideHeight float64) (screenWidth, screenHeight float64)
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Update() error
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DrawOffscreen() error
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DrawFinalScreen()
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ScreenScaleAndOffsets() (scale, offsetX, offsetY float64)
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DrawFinalScreen(scale, offsetX, offsetY float64)
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}
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type context struct {
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@ -50,9 +49,10 @@ type context struct {
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offscreen *Image
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screen *Image
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// The following members must be protected by the mutex m.
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outsideWidth float64
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outsideHeight float64
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screenWidth float64
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screenHeight float64
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offscreenWidth float64
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offscreenHeight float64
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isOffscreenDirty bool
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@ -190,7 +190,7 @@ func (c *context) drawGame(graphicsDriver graphicsdriver.Graphics, forceDraw boo
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c.screen.clear()
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}
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c.game.DrawFinalScreen()
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c.game.DrawFinalScreen(c.screenScaleAndOffsets())
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// The final screen is never used as the rendering source.
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// Flush its buffer here just in case.
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@ -201,24 +201,21 @@ func (c *context) drawGame(graphicsDriver graphicsdriver.Graphics, forceDraw boo
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}
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func (c *context) layoutGame(outsideWidth, outsideHeight float64, deviceScaleFactor float64) (int, int) {
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c.outsideWidth = outsideWidth
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c.outsideHeight = outsideHeight
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// Adjust the outside size to integer values.
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// Even if the original value is less than 1, the value must be a positive integer (#2340).
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iow, ioh := int(outsideWidth), int(outsideHeight)
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if iow == 0 {
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iow = 1
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}
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if ioh == 0 {
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ioh = 1
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}
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ow, oh := c.game.Layout(iow, ioh)
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if ow <= 0 || oh <= 0 {
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owf, ohf := c.game.Layout(outsideWidth, outsideHeight)
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if owf <= 0 || ohf <= 0 {
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panic("ui: Layout must return positive numbers")
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}
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sw, sh := int(outsideWidth*deviceScaleFactor), int(outsideHeight*deviceScaleFactor)
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c.screenWidth = outsideWidth * deviceScaleFactor
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c.screenHeight = outsideHeight * deviceScaleFactor
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c.offscreenWidth = owf
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c.offscreenHeight = ohf
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sw := int(math.Ceil(c.screenWidth))
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sh := int(math.Ceil(c.screenHeight))
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ow := int(math.Ceil(c.offscreenWidth))
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oh := int(math.Ceil(c.offscreenHeight))
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if c.screen != nil {
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if c.screen.width != sw || c.screen.height != sh {
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c.screen.MarkDisposed()
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@ -246,7 +243,7 @@ func (c *context) layoutGame(outsideWidth, outsideHeight float64, deviceScaleFac
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}
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func (c *context) adjustPosition(x, y float64, deviceScaleFactor float64) (float64, float64) {
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s, ox, oy := c.game.ScreenScaleAndOffsets()
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s, ox, oy := c.screenScaleAndOffsets()
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// The scale 0 indicates that the screen 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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@ -254,3 +251,14 @@ func (c *context) adjustPosition(x, y float64, deviceScaleFactor float64) (float
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}
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return (x*deviceScaleFactor - ox) / s, (y*deviceScaleFactor - oy) / s
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}
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func (c *context) screenScaleAndOffsets() (scale, offsetX, offsetY float64) {
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scaleX := c.screenWidth / c.offscreenWidth
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scaleY := c.screenHeight / c.offscreenHeight
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scale = math.Min(scaleX, scaleY)
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width := c.offscreenWidth * scale
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height := c.offscreenHeight * scale
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offsetX = (c.screenWidth - width) / 2
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offsetY = (c.screenHeight - height) / 2
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return
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}
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