ui: Refactoring

This commit is contained in:
Hajime Hoshi 2020-04-01 03:02:32 +09:00
parent a718ddbf7e
commit 4976460af3

View File

@ -260,14 +260,14 @@ func (c *uiContext) Draw() error {
} }
func (c *uiContext) update(afterFrameUpdate func()) error { func (c *uiContext) update(afterFrameUpdate func()) error {
updateCount := clock.Update(MaxTPS()) _, hasDraw := c.game.(interface{ Draw(*Image) })
if _, ok := c.game.(interface{ Draw(*Image) }); ok { updateCount := clock.Update(MaxTPS())
for i := 0; i < updateCount; i++ { for i := 0; i < updateCount; i++ {
c.updateOffscreen() c.updateOffscreen()
// Rendering should be always skipped. // When Draw exists, rendering should be always skipped.
setDrawingSkipped(true) setDrawingSkipped(hasDraw || i < updateCount-1)
if err := hooks.RunBeforeUpdateHooks(); err != nil { if err := hooks.RunBeforeUpdateHooks(); err != nil {
return err return err
@ -282,24 +282,6 @@ func (c *uiContext) update(afterFrameUpdate func()) error {
uiDriver().Input().ResetForFrame() uiDriver().Input().ResetForFrame()
afterFrameUpdate() afterFrameUpdate()
} }
} else {
for i := 0; i < updateCount; i++ {
c.updateOffscreen()
c.offscreen.Clear()
setDrawingSkipped(i < updateCount-1)
if err := hooks.RunBeforeUpdateHooks(); err != nil {
return err
}
if err := c.game.Update(c.offscreen); err != nil {
return err
}
uiDriver().Input().ResetForFrame()
afterFrameUpdate()
}
}
return nil return nil
} }