mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
internal/ui: refactoring: move some logics to internal/ui
This commit is contained in:
parent
b282b1805b
commit
2609d73a1a
@ -16,11 +16,14 @@ package ui
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import (
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"sync/atomic"
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"github.com/hajimehoshi/ebiten/v2/internal/clock"
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)
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const DefaultTPS = 60
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type Context interface {
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UpdateFrame() error
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ForceUpdateFrame() error
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UpdateFrame(updateCount int) error
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Layout(outsideWidth, outsideHeight float64)
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// AdjustPosition can be called from a different goroutine from Update's or Layout's.
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@ -30,21 +33,36 @@ type Context interface {
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type contextImpl struct {
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context Context
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err atomic.Value
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outsideWidth float64
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outsideHeight float64
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}
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func newContextImpl(context Context) *contextImpl {
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return &contextImpl{
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context: context,
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}
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}
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func (c *contextImpl) updateFrame() error {
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if err, ok := c.err.Load().(error); ok && err != nil {
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if err := theGlobalState.err(); err != nil {
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return err
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}
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return c.context.UpdateFrame()
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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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}
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func (c *contextImpl) forceUpdateFrame() error {
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if err, ok := c.err.Load().(error); ok && err != nil {
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if err := theGlobalState.err(); err != nil {
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return err
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}
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return c.context.ForceUpdateFrame()
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// ForceUpdate can be invoked even if the context is not initialized yet (#1591).
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if c.outsideWidth == 0 || c.outsideHeight == 0 {
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return nil
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}
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return c.context.UpdateFrame(1)
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}
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func (c *contextImpl) layout(outsideWidth, outsideHeight float64) {
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@ -54,6 +72,8 @@ func (c *contextImpl) layout(outsideWidth, outsideHeight float64) {
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return
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}
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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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@ -61,10 +81,69 @@ func (c *contextImpl) adjustPosition(x, y float64, deviceScaleFactor float64) (f
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return c.context.AdjustPosition(x, y, deviceScaleFactor)
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}
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func (c *contextImpl) setError(err error) {
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c.err.Store(err)
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var theGlobalState = globalState{
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currentMaxTPS: DefaultTPS,
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}
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// globalState represents a global state in this package.
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// This is available even before the game loop starts.
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type globalState struct {
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currentErr atomic.Value
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currentFPSMode int32
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currentMaxTPS int32
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}
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func (g *globalState) err() error {
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err, ok := g.currentErr.Load().(error)
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if !ok {
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return nil
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}
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return err
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}
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func (g *globalState) setError(err error) {
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g.currentErr.Store(err)
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}
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func (g *globalState) fpsMode() FPSModeType {
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return FPSModeType(atomic.LoadInt32(&g.currentFPSMode))
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}
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func (g *globalState) setFPSMode(fpsMode FPSModeType) {
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atomic.StoreInt32(&g.currentFPSMode, int32(fpsMode))
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}
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func (g *globalState) maxTPS() int {
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if g.fpsMode() == FPSModeVsyncOffMinimum {
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return clock.SyncWithFPS
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}
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return int(atomic.LoadInt32(&g.currentMaxTPS))
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}
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func (g *globalState) setMaxTPS(tps int) {
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if tps < 0 && tps != clock.SyncWithFPS {
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panic("ebiten: tps must be >= 0 or SyncWithFPS")
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}
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atomic.StoreInt32(&g.currentMaxTPS, int32(tps))
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}
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func SetError(err error) {
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Get().context.setError(err)
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theGlobalState.setError(err)
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}
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func FPSMode() FPSModeType {
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return theGlobalState.fpsMode()
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}
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func SetFPSMode(fpsMode FPSModeType) {
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theGlobalState.setFPSMode(fpsMode)
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Get().SetFPSMode(fpsMode)
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}
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func MaxTPS() int {
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return theGlobalState.maxTPS()
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}
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func SetMaxTPS(tps int) {
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theGlobalState.setMaxTPS(tps)
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}
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@ -22,10 +22,8 @@ import (
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"github.com/hajimehoshi/ebiten/v2/internal/thread"
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)
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func (u *UserInterface) Run(uicontext Context) error {
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u.context = &contextImpl{
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context: uicontext,
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}
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func (u *UserInterface) Run(context Context) error {
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u.context = newContextImpl(context)
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// Initialize the main thread first so the thread is available at u.run (#809).
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u.t = thread.NewOSThread()
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@ -22,10 +22,8 @@ import (
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"github.com/hajimehoshi/ebiten/v2/internal/thread"
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)
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func (u *UserInterface) Run(uicontext Context) error {
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u.context = &contextImpl{
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context: uicontext,
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}
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func (u *UserInterface) Run(context Context) error {
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u.context = newContextImpl(context)
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// Initialize the main thread first so the thread is available at u.run (#809).
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u.t = thread.NewNoopThread()
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@ -35,10 +35,10 @@ type TouchID int
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// the game loop should be terminated as soon as possible.
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var RegularTermination = errors.New("regular termination")
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type FPSMode int
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type FPSModeType int
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const (
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FPSModeVsyncOn FPSMode = iota
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FPSModeVsyncOn FPSModeType = iota
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FPSModeVsyncOffMaximum
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FPSModeVsyncOffMinimum
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)
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@ -41,9 +41,7 @@ func Get() *UserInterface {
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}
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func (u *UserInterface) Run(context Context) error {
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u.context = &contextImpl{
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context: context,
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}
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u.context = newContextImpl(context)
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cbackend.InitializeGame()
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for {
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w, h := cbackend.ScreenSize()
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@ -107,11 +105,7 @@ func (*UserInterface) IsRunnableOnUnfocused() bool {
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func (*UserInterface) SetRunnableOnUnfocused(runnableOnUnfocused bool) {
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}
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func (*UserInterface) FPSMode() FPSMode {
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return FPSModeVsyncOn
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}
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func (*UserInterface) SetFPSMode(mode FPSMode) {
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func (*UserInterface) SetFPSMode(mode FPSModeType) {
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}
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func (*UserInterface) ScheduleFrame() {
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@ -65,7 +65,7 @@ type UserInterface struct {
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origPosX int
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origPosY int
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runnableOnUnfocused bool
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fpsMode FPSMode
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fpsMode FPSModeType
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iconImages []image.Image
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cursorShape CursorShape
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windowClosingHandled bool
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@ -536,7 +536,7 @@ func (u *UserInterface) IsRunnableOnUnfocused() bool {
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return u.isRunnableOnUnfocused()
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}
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func (u *UserInterface) SetFPSMode(mode FPSMode) {
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func (u *UserInterface) SetFPSMode(mode FPSModeType) {
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if !u.isRunning() {
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u.m.Lock()
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u.fpsMode = mode
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@ -553,20 +553,6 @@ func (u *UserInterface) SetFPSMode(mode FPSMode) {
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})
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}
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func (u *UserInterface) FPSMode() FPSMode {
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if !u.isRunning() {
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u.m.Lock()
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m := u.fpsMode
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u.m.Unlock()
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return m
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}
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var v FPSMode
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u.t.Call(func() {
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v = u.fpsMode
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})
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return v
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}
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func (u *UserInterface) ScheduleFrame() {
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if !u.isRunning() {
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return
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@ -943,7 +929,7 @@ func (u *UserInterface) updateSize() (float64, float64) {
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}
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// setFPSMode must be called from the main thread.
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func (u *UserInterface) setFPSMode(fpsMode FPSMode) {
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func (u *UserInterface) setFPSMode(fpsMode FPSModeType) {
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needUpdate := u.fpsMode != fpsMode || !u.fpsModeInited
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u.fpsMode = fpsMode
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u.fpsModeInited = true
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@ -48,7 +48,7 @@ func driverCursorShapeToCSSCursor(cursor CursorShape) string {
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type UserInterface struct {
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runnableOnUnfocused bool
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fpsMode FPSMode
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fpsMode FPSModeType
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renderingScheduled bool
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running bool
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initFocused bool
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@ -152,14 +152,10 @@ func (u *UserInterface) IsRunnableOnUnfocused() bool {
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return u.runnableOnUnfocused
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}
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func (u *UserInterface) SetFPSMode(mode FPSMode) {
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func (u *UserInterface) SetFPSMode(mode FPSModeType) {
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u.fpsMode = mode
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}
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func (u *UserInterface) FPSMode() FPSMode {
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return u.fpsMode
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}
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func (u *UserInterface) ScheduleFrame() {
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u.renderingScheduled = true
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}
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@ -319,9 +315,7 @@ func (u *UserInterface) needsUpdate() bool {
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}
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func (u *UserInterface) loop(context Context) <-chan error {
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u.context = &contextImpl{
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context: context,
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}
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u.context = newContextImpl(context)
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errCh := make(chan error, 1)
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reqStopAudioCh := make(chan struct{})
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@ -113,7 +113,7 @@ type UserInterface struct {
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input Input
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fpsMode FPSMode
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fpsMode FPSModeType
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renderRequester RenderRequester
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t *thread.OSThread
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@ -273,9 +273,7 @@ func (u *UserInterface) run(context Context, mainloop bool) (err error) {
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u.sizeChanged = true
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u.m.Unlock()
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u.context = &contextImpl{
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context: context,
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}
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u.context = newContextImpl(context)
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if mainloop {
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// When mainloop is true, gomobile-build is used. In this case, GL functions must be called via
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@ -410,11 +408,7 @@ func (u *UserInterface) SetRunnableOnUnfocused(runnableOnUnfocused bool) {
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// Do nothing
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}
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func (u *UserInterface) FPSMode() FPSMode {
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return u.fpsMode
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}
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func (u *UserInterface) SetFPSMode(mode FPSMode) {
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func (u *UserInterface) SetFPSMode(mode FPSModeType) {
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u.fpsMode = mode
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u.updateExplicitRenderingModeIfNeeded()
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}
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25
run.go
25
run.go
@ -61,7 +61,7 @@ type Game interface {
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}
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// DefaultTPS represents a default ticks per second, that represents how many times game updating happens in a second.
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const DefaultTPS = 60
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const DefaultTPS = ui.DefaultTPS
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// CurrentFPS returns the current number of FPS (frames per second), that represents
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// how many swapping buffer happens per second.
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@ -79,7 +79,6 @@ func CurrentFPS() float64 {
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var (
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isScreenClearedEveryFrame = int32(1)
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isRunGameEnded_ = int32(0)
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currentMaxTPS = int32(DefaultTPS)
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)
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// SetScreenClearedEveryFrame enables or disables the clearing of the screen at the beginning of each frame.
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@ -324,7 +323,7 @@ func DeviceScaleFactor() float64 {
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//
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// Deprecated: as of v2.2. Use FPSMode instead.
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func IsVsyncEnabled() bool {
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return ui.Get().FPSMode() == ui.FPSModeVsyncOn
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return ui.FPSMode() == ui.FPSModeVsyncOn
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}
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// SetVsyncEnabled sets a boolean value indicating whether
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@ -333,14 +332,14 @@ func IsVsyncEnabled() bool {
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// Deprecated: as of v2.2. Use SetFPSMode instead.
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func SetVsyncEnabled(enabled bool) {
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if enabled {
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ui.Get().SetFPSMode(ui.FPSModeVsyncOn)
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ui.SetFPSMode(ui.FPSModeVsyncOn)
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} else {
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ui.Get().SetFPSMode(ui.FPSModeVsyncOffMaximum)
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ui.SetFPSMode(ui.FPSModeVsyncOffMaximum)
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}
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}
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// FPSModeType is a type of FPS modes.
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type FPSModeType = ui.FPSMode
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type FPSModeType = ui.FPSModeType
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const (
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// FPSModeVsyncOn indicates that the game tries to sync the display's refresh rate.
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@ -371,7 +370,7 @@ const (
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//
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// FPSMode is concurrent-safe.
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func FPSMode() FPSModeType {
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return ui.Get().FPSMode()
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return ui.FPSMode()
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}
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// SetFPSMode sets the FPS mode.
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@ -379,7 +378,7 @@ func FPSMode() FPSModeType {
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//
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// SetFPSMode is concurrent-safe.
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func SetFPSMode(mode FPSModeType) {
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ui.Get().SetFPSMode(mode)
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ui.SetFPSMode(mode)
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}
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// ScheduleFrame schedules a next frame when the current FPS mode is FPSModeVsyncOffMinimum.
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@ -393,10 +392,7 @@ func ScheduleFrame() {
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//
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// MaxTPS is concurrent-safe.
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func MaxTPS() int {
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if FPSMode() == FPSModeVsyncOffMinimum {
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return SyncWithFPS
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}
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return int(atomic.LoadInt32(¤tMaxTPS))
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return ui.MaxTPS()
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}
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// CurrentTPS returns the current TPS (ticks per second),
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@ -426,10 +422,7 @@ const UncappedTPS = SyncWithFPS
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//
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// SetMaxTPS is concurrent-safe.
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func SetMaxTPS(tps int) {
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if tps < 0 && tps != SyncWithFPS {
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panic("ebiten: tps must be >= 0 or SyncWithFPS")
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}
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atomic.StoreInt32(¤tMaxTPS, int32(tps))
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ui.SetMaxTPS(tps)
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}
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// IsScreenTransparent reports whether the window is transparent.
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16
uicontext.go
16
uicontext.go
@ -20,7 +20,6 @@ import (
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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/clock"
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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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@ -123,20 +122,7 @@ func (c *uiContext) offsets(deviceScaleFactor float64) (float64, float64) {
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return x, y
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}
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func (c *uiContext) UpdateFrame() error {
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// TODO: If updateCount is 0 and vsync is disabled, swapping buffers can be skipped.
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return c.updateFrame(clock.Update(MaxTPS()))
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}
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func (c *uiContext) ForceUpdateFrame() error {
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// ForceUpdate can be invoked even if uiContext it not initialized yet (#1591).
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if c.outsideWidth == 0 || c.outsideHeight == 0 {
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return nil
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}
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return c.updateFrame(1)
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}
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func (c *uiContext) updateFrame(updateCount int) error {
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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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