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https://github.com/hajimehoshi/ebiten.git
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uidriver/glfw: Reduce (*thread).Call at (*Input).update
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parent
495b2b722a
commit
1864c22ad6
@ -22,7 +22,9 @@ import (
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type UIContext interface {
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Update() error
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Layout(outsideWidth, outsideHeight float64)
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AdjustPosition(x, y float64) (float64, float64)
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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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}
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// RegularTermination represents a regular termination.
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@ -308,81 +308,73 @@ func (i *Input) setWheel(xoff, yoff float64) {
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i.scrollY = yoff
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}
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// update must be called from the main thread.
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func (i *Input) update(window *glfw.Window, context driver.UIContext) {
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var cx, cy float64
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_ = i.ui.t.Call(func() error {
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i.onceCallback.Do(func() {
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window.SetCharModsCallback(func(w *glfw.Window, char rune, mods glfw.ModifierKey) {
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i.appendRuneBuffer(char)
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})
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window.SetScrollCallback(func(w *glfw.Window, xoff float64, yoff float64) {
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i.setWheel(xoff, yoff)
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})
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i.onceCallback.Do(func() {
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window.SetCharModsCallback(func(w *glfw.Window, char rune, mods glfw.ModifierKey) {
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i.appendRuneBuffer(char)
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})
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window.SetScrollCallback(func(w *glfw.Window, xoff float64, yoff float64) {
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i.setWheel(xoff, yoff)
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})
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if i.keyPressed == nil {
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i.keyPressed = map[glfw.Key]bool{}
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}
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for gk := range glfwKeyToDriverKey {
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i.keyPressed[gk] = window.GetKey(gk) == glfw.Press
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}
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if i.mouseButtonPressed == nil {
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i.mouseButtonPressed = map[glfw.MouseButton]bool{}
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}
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for gb := range glfwMouseButtonToMouseButton {
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i.mouseButtonPressed[gb] = window.GetMouseButton(gb) == glfw.Press
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}
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cx, cy = window.GetCursorPos()
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// TODO: This is tricky. Rename the function?
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cx = i.ui.fromGLFWMonitorPixel(cx)
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cy = i.ui.fromGLFWMonitorPixel(cy)
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return nil
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})
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if i.keyPressed == nil {
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i.keyPressed = map[glfw.Key]bool{}
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}
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for gk := range glfwKeyToDriverKey {
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i.keyPressed[gk] = window.GetKey(gk) == glfw.Press
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}
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if i.mouseButtonPressed == nil {
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i.mouseButtonPressed = map[glfw.MouseButton]bool{}
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}
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for gb := range glfwMouseButtonToMouseButton {
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i.mouseButtonPressed[gb] = window.GetMouseButton(gb) == glfw.Press
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}
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cx, cy := window.GetCursorPos()
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// TODO: This is tricky. Rename the function?
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cx = i.ui.fromGLFWMonitorPixel(cx)
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cy = i.ui.fromGLFWMonitorPixel(cy)
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cx, cy = context.AdjustPosition(cx, cy, i.ui.deviceScaleFactor())
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i.cursorX, i.cursorY = int(cx), int(cy)
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cx, cy = context.AdjustPosition(cx, cy)
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for id := glfw.Joystick(0); id < glfw.Joystick(len(i.gamepads)); id++ {
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i.gamepads[id].valid = false
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if !id.Present() {
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continue
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}
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_ = i.ui.t.Call(func() error {
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i.cursorX, i.cursorY = int(cx), int(cy)
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buttons := id.GetButtons()
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for id := glfw.Joystick(0); id < glfw.Joystick(len(i.gamepads)); id++ {
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i.gamepads[id].valid = false
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if !id.Present() {
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// A gamepad can be detected even though there are not. Apparently, some special devices are
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// recognized as gamepads by GLFW. In this case, the number of the 'buttons' can exceeds the
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// maximum. Skip such devices as a tentative solution (#1173).
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if len(buttons) > driver.GamepadButtonNum {
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continue
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}
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i.gamepads[id].valid = true
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i.gamepads[id].buttonNum = len(buttons)
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for b := 0; b < len(i.gamepads[id].buttonPressed); b++ {
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if len(buttons) <= b {
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i.gamepads[id].buttonPressed[b] = false
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continue
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}
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i.gamepads[id].buttonPressed[b] = glfw.Action(buttons[b]) == glfw.Press
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}
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buttons := id.GetButtons()
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// A gamepad can be detected even though there are not. Apparently, some special devices are
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// recognized as gamepads by GLFW. In this case, the number of the 'buttons' can exceeds the
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// maximum. Skip such devices as a tentative solution (#1173).
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if len(buttons) > driver.GamepadButtonNum {
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axes32 := id.GetAxes()
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i.gamepads[id].axisNum = len(axes32)
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for a := 0; a < len(i.gamepads[id].axes); a++ {
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if len(axes32) <= a {
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i.gamepads[id].axes[a] = 0
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continue
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}
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i.gamepads[id].valid = true
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i.gamepads[id].buttonNum = len(buttons)
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for b := 0; b < len(i.gamepads[id].buttonPressed); b++ {
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if len(buttons) <= b {
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i.gamepads[id].buttonPressed[b] = false
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continue
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}
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i.gamepads[id].buttonPressed[b] = glfw.Action(buttons[b]) == glfw.Press
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}
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axes32 := id.GetAxes()
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i.gamepads[id].axisNum = len(axes32)
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for a := 0; a < len(i.gamepads[id].axes); a++ {
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if len(axes32) <= a {
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i.gamepads[id].axes[a] = 0
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continue
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}
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i.gamepads[id].axes[a] = float64(axes32[a])
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}
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// Note that GLFW's gamepad GUID follows SDL's GUID.
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i.gamepads[id].guid = id.GetGUID()
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i.gamepads[id].name = id.GetName()
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i.gamepads[id].axes[a] = float64(axes32[a])
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}
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return nil
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})
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// Note that GLFW's gamepad GUID follows SDL's GUID.
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i.gamepads[id].guid = id.GetGUID()
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i.gamepads[id].name = id.GetName()
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}
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}
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@ -834,12 +834,9 @@ func (u *UserInterface) update() error {
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_ = u.t.Call(func() error {
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glfw.PollEvents()
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return nil
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})
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u.input.update(u.window, u.context)
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_ = u.t.Call(func() error {
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defer hooks.ResumeAudio()
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u.input.update(u.window, u.context)
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defer hooks.ResumeAudio()
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for !u.isRunnableOnUnfocused() && u.window.GetAttrib(glfw.Focused) == 0 && !u.window.ShouldClose() {
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hooks.SuspendAudio()
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// Wait for an arbitrary period to avoid busy loop.
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@ -52,7 +52,7 @@ type Input struct {
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}
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func (i *Input) CursorPosition() (x, y int) {
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xf, yf := i.ui.context.AdjustPosition(float64(i.cursorX), float64(i.cursorY))
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xf, yf := i.ui.context.AdjustPosition(float64(i.cursorX), float64(i.cursorY), i.ui.DeviceScaleFactor())
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return int(xf), int(yf)
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}
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@ -131,9 +131,10 @@ func (i *Input) TouchIDs() []driver.TouchID {
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}
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func (i *Input) TouchPosition(id driver.TouchID) (x, y int) {
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d := i.ui.DeviceScaleFactor()
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for tid, pos := range i.touches {
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if id == tid {
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x, y := i.ui.context.AdjustPosition(float64(pos.X), float64(pos.Y))
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x, y := i.ui.context.AdjustPosition(float64(pos.X), float64(pos.Y), d)
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return int(x), int(y)
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}
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}
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@ -402,7 +402,7 @@ func (u *UserInterface) setGBuildSize(widthPx, heightPx int) {
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}
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func (u *UserInterface) adjustPosition(x, y int) (int, int) {
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xf, yf := u.context.AdjustPosition(float64(x), float64(y))
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xf, yf := u.context.AdjustPosition(float64(x), float64(y), deviceScale())
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return int(xf), int(yf)
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}
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29
uicontext.go
29
uicontext.go
@ -112,27 +112,27 @@ func (c *uiContext) setWindowResizable(resizable bool) {
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}
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}
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func (c *uiContext) screenScale() float64 {
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func (c *uiContext) screenScale(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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d := uiDriver().DeviceScaleFactor()
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scaleX := c.outsideWidth / float64(sw) * d
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scaleY := c.outsideHeight / float64(sh) * d
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scaleX := c.outsideWidth / float64(sw) * deviceScaleFactor
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scaleY := c.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() (float64, float64) {
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func (c *uiContext) offsets(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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d := uiDriver().DeviceScaleFactor()
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s := c.screenScale()
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s := c.screenScale(deviceScaleFactor)
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width := float64(sw) * s
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height := float64(sh) * s
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return (c.outsideWidth*d - width) / 2, (c.outsideHeight*d - height) / 2
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x := (c.outsideWidth*deviceScaleFactor - width) / 2
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y := (c.outsideHeight*deviceScaleFactor - height) / 2
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return x, y
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}
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func (c *uiContext) Update() error {
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@ -185,7 +185,7 @@ func (c *uiContext) update() error {
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op := &DrawImageOptions{}
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s := c.screenScale()
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s := c.screenScale(uiDriver().DeviceScaleFactor())
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switch vd := uiDriver().Graphics().FramebufferYDirection(); vd {
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case driver.Upward:
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op.GeoM.Scale(s, -s)
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@ -197,7 +197,7 @@ func (c *uiContext) update() 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())
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op.GeoM.Translate(c.offsets(uiDriver().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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@ -211,9 +211,8 @@ func (c *uiContext) update() error {
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return nil
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}
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func (c *uiContext) AdjustPosition(x, y float64) (float64, float64) {
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d := uiDriver().DeviceScaleFactor()
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ox, oy := c.offsets()
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s := c.screenScale()
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return (x*d - ox) / s, (y*d - oy) / s
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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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return (x*deviceScaleFactor - ox) / s, (y*deviceScaleFactor - oy) / s
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}
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