ui: Define and use defaultGame

This is a pareparation for Game interface and RunGame.

Updates #943
This commit is contained in:
Hajime Hoshi 2019-12-16 00:58:12 +09:00
parent 12a13892cd
commit 46a7ae6175
2 changed files with 90 additions and 48 deletions

16
run.go
View File

@ -149,9 +149,13 @@ func IsRunningSlowly() bool {
//
// Don't call Run twice or more in one process.
func Run(f func(*Image) error, width, height int, scale float64, title string) error {
f = (&imageDumper{f: f}).update
game := &defaultGame{
update: (&imageDumper{f: f}).update,
width: width,
height: height,
}
theUIContext = newUIContext(f, width, height, scale)
theUIContext = newUIContext(game, width, height, scale)
if err := uiDriver().Run(width, height, scale, title, theUIContext, graphicsDriver()); err != nil {
if err == driver.RegularTermination {
return nil
@ -168,9 +172,13 @@ func Run(f func(*Image) error, width, height int, scale float64, title string) e
// Ebiten users should NOT call RunWithoutMainLoop.
// Instead, functions in github.com/hajimehoshi/ebiten/mobile package calls this.
func RunWithoutMainLoop(f func(*Image) error, width, height int, scale float64, title string) <-chan error {
f = (&imageDumper{f: f}).update
game := &defaultGame{
update: (&imageDumper{f: f}).update,
width: width,
height: height,
}
theUIContext = newUIContext(f, width, height, scale)
theUIContext = newUIContext(game, width, height, scale)
return uiDriver().RunWithoutMainLoop(width, height, scale, title, theUIContext, graphicsDriver())
}

View File

@ -32,56 +32,57 @@ func init() {
graphicscommand.SetGraphicsDriver(graphicsDriver())
}
func newUIContext(f func(*Image) error, width, height int, scaleForWindow float64) *uiContext {
type defaultGame struct {
update func(screen *Image) error
width int
height int
}
func (d *defaultGame) Update(screen *Image) error {
return d.update(screen)
}
func (d *defaultGame) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int) {
// Ignore the outside size.
return d.width, d.height
}
func (d *defaultGame) setScreenSize(width, height int) {
d.width = width
d.height = height
}
func newUIContext(game Game, width, height int, scaleForWindow float64) *uiContext {
return &uiContext{
f: f,
screenWidth: width,
screenHeight: height,
game: game,
scaleForWindow: scaleForWindow,
}
}
type uiContext struct {
f func(*Image) error
game Game
offscreen *Image
screen *Image
screenWidth int
screenHeight int
screenScale float64
scaleForWindow float64
offsetX float64
offsetY float64
reqWidth int
reqHeight int
m sync.Mutex
outsideSizeUpdated bool
outsideWidth float64
outsideHeight float64
m sync.Mutex
}
var theUIContext *uiContext
func (c *uiContext) resolveSize() (int, int) {
c.m.Lock()
defer c.m.Unlock()
if c.reqWidth != 0 || c.reqHeight != 0 {
c.screenWidth = c.reqWidth
c.screenHeight = c.reqHeight
c.reqWidth = 0
c.reqHeight = 0
}
if c.offscreen != nil {
if w, h := c.offscreen.Size(); w != c.screenWidth || h != c.screenHeight {
// The offscreen might still be used somewhere. Do not Dispose it. Finalizer will do that.
c.offscreen = nil
}
}
if c.offscreen == nil {
c.offscreen = newImage(c.screenWidth, c.screenHeight, FilterDefault, true)
}
return c.screenWidth, c.screenHeight
}
func (c *uiContext) setScaleForWindow(scale float64) {
w, h := c.resolveSize()
g, ok := c.game.(*defaultGame)
if !ok {
panic("ebiten: setScaleForWindow must be called when Run is used")
}
w, h := g.width, g.height
c.m.Lock()
c.scaleForWindow = scale
uiDriver().SetWindowSize(int(float64(w)*scale), int(float64(h)*scale))
@ -89,6 +90,9 @@ func (c *uiContext) setScaleForWindow(scale float64) {
}
func (c *uiContext) getScaleForWindow() float64 {
if _, ok := c.game.(*defaultGame); !ok {
panic("ebiten: getScaleForWindow must be called when Run is used")
}
c.m.Lock()
s := c.scaleForWindow
c.m.Unlock()
@ -99,35 +103,62 @@ func (c *uiContext) SetScreenSize(width, height int) {
c.m.Lock()
defer c.m.Unlock()
c.reqWidth = width
c.reqHeight = height
g, ok := c.game.(*defaultGame)
if !ok {
panic("ebiten: SetScreenSize must be called when Run is used")
}
g.setScreenSize(width, height)
s := c.scaleForWindow
uiDriver().SetWindowSize(int(float64(width)*s), int(float64(height)*s))
}
func (c *uiContext) Layout(outsideWidth, outsideHeight float64) {
c.outsideSizeUpdated = true
c.outsideWidth = outsideWidth
c.outsideHeight = outsideHeight
}
func (c *uiContext) updateOffscreen() {
sw, sh := c.game.Layout(int(c.outsideWidth), int(c.outsideHeight))
if c.offscreen != nil && !c.outsideSizeUpdated {
if w, h := c.offscreen.Size(); w == sw && h == sh {
return
}
}
c.outsideSizeUpdated = false
if c.screen != nil {
_ = c.screen.Dispose()
c.screen = nil
}
if c.offscreen != nil {
if w, h := c.offscreen.Size(); w != sw || h != sh {
_ = c.offscreen.Dispose()
c.offscreen = nil
}
}
if c.offscreen == nil {
c.offscreen = newImage(sw, sh, FilterDefault, true)
}
c.SetScreenSize(sw, sh)
// TODO: This is duplicated with mobile/ebitenmobileview/funcs.go. Refactor this.
d := uiDriver().DeviceScaleFactor()
c.screen = newScreenFramebufferImage(int(outsideWidth*d), int(outsideHeight*d))
c.screen = newScreenFramebufferImage(int(c.outsideWidth*d), int(c.outsideHeight*d))
sw, sh := c.resolveSize()
scaleX := float64(outsideWidth) / float64(sw) * d
scaleY := float64(outsideHeight) / float64(sh) * d
scaleX := c.outsideWidth / float64(sw) * d
scaleY := c.outsideHeight / float64(sh) * d
c.screenScale = math.Min(scaleX, scaleY)
if uiDriver().CanHaveWindow() && !uiDriver().IsFullscreen() {
// When the UI driver cannot have a window, scaleForWindow is updated only via setScaleFowWindow.
c.scaleForWindow = c.screenScale / d
c.setScaleForWindow(c.screenScale / d)
}
width := float64(sw) * c.screenScale
height := float64(sh) * c.screenScale
c.offsetX = (float64(outsideWidth)*d - width) / 2
c.offsetY = (float64(outsideHeight)*d - height) / 2
c.offsetX = (c.outsideWidth*d - width) / 2
c.offsetY = (c.outsideHeight*d - height) / 2
}
func (c *uiContext) Update(afterFrameUpdate func()) error {
@ -140,6 +171,8 @@ func (c *uiContext) Update(afterFrameUpdate func()) error {
}
for i := 0; i < updateCount; i++ {
c.updateOffscreen()
// Mipmap images should be disposed by Clear.
c.offscreen.Clear()
@ -148,7 +181,7 @@ func (c *uiContext) Update(afterFrameUpdate func()) error {
if err := hooks.RunBeforeUpdateHooks(); err != nil {
return err
}
if err := c.f(c.offscreen); err != nil {
if err := c.game.Update(c.offscreen); err != nil {
return err
}
uiDriver().Input().ResetForFrame()
@ -165,7 +198,8 @@ func (c *uiContext) Update(afterFrameUpdate func()) error {
// c.screen is special: its Y axis is down to up,
// and the origin point is lower left.
op.GeoM.Scale(c.screenScale, -c.screenScale)
op.GeoM.Translate(0, float64(c.screenHeight)*c.screenScale)
_, h := c.offscreen.Size()
op.GeoM.Translate(0, float64(h)*c.screenScale)
case driver.VUpward:
op.GeoM.Scale(c.screenScale, c.screenScale)
default: