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https://github.com/hajimehoshi/ebiten.git
synced 2024-12-24 02:38:53 +01:00
internal/ui: refactoring: make Graphics a global function
This commit is contained in:
parent
0f09ddfbd2
commit
52f4c409ac
2
init.go
2
init.go
@ -20,5 +20,5 @@ import (
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)
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func init() {
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graphicscommand.SetGraphicsDriver(ui.Get().Graphics())
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graphicscommand.SetGraphicsDriver(ui.Graphics())
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}
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@ -64,6 +64,6 @@ func init() {
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graphics = opengl.Get()
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}
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func (*UserInterface) Graphics() driver.Graphics {
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func Graphics() driver.Graphics {
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return graphics
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}
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@ -27,7 +27,7 @@ import (
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/metal/mtl"
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)
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func (*UserInterface) Graphics() driver.Graphics {
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func Graphics() driver.Graphics {
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if _, err := mtl.CreateSystemDefaultDevice(); err != nil {
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panic(fmt.Sprintf("mobile: mtl.CreateSystemDefaultDevice failed on iOS: %v", err))
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}
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@ -22,6 +22,6 @@ import (
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl"
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)
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func (*UserInterface) Graphics() driver.Graphics {
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func Graphics() driver.Graphics {
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return opengl.Get()
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}
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@ -195,7 +195,7 @@ func (u *UserInterface) setNativeFullscreen(fullscreen bool) {
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}
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func (u *UserInterface) adjustViewSize() {
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if u.Graphics().IsGL() {
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if Graphics().IsGL() {
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return
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}
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C.adjustViewSize(C.uintptr_t(u.window.GetCocoaWindow()))
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@ -700,7 +700,7 @@ func (u *UserInterface) createWindow() error {
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// Ensure to consume this callback.
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u.waitForFramebufferSizeCallback(u.window, nil)
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if u.Graphics().IsGL() {
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if Graphics().IsGL() {
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u.window.MakeContextCurrent()
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}
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@ -735,7 +735,7 @@ func (u *UserInterface) registerWindowSetSizeCallback() {
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if err := u.runOnAnotherThreadFromMainThread(func() error {
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// Disable Vsync temporarily. On macOS, getting a next frame can get stuck (#1740).
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u.Graphics().SetVsyncEnabled(false)
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Graphics().SetVsyncEnabled(false)
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var outsideWidth, outsideHeight float64
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@ -752,7 +752,7 @@ func (u *UserInterface) registerWindowSetSizeCallback() {
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if err := u.context.ForceUpdateFrame(); err != nil {
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return err
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}
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if u.Graphics().IsGL() {
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if Graphics().IsGL() {
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u.t.Call(func() {
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u.swapBuffers()
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})
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@ -852,7 +852,7 @@ event:
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}
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func (u *UserInterface) init() error {
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if u.Graphics().IsGL() {
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if Graphics().IsGL() {
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glfw.WindowHint(glfw.ClientAPI, glfw.OpenGLAPI)
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glfw.WindowHint(glfw.ContextVersionMajor, 2)
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glfw.WindowHint(glfw.ContextVersionMinor, 1)
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@ -873,7 +873,7 @@ func (u *UserInterface) init() error {
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transparent = glfw.True
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}
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glfw.WindowHint(glfw.TransparentFramebuffer, transparent)
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u.Graphics().SetTransparent(u.isInitScreenTransparent())
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Graphics().SetTransparent(u.isInitScreenTransparent())
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resizable := glfw.False
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if u.isInitWindowResizable() {
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@ -931,7 +931,7 @@ func (u *UserInterface) init() error {
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u.window.SetTitle(u.title)
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u.window.Show()
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if g, ok := u.Graphics().(interface{ SetWindow(uintptr) }); ok {
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if g, ok := Graphics().(interface{ SetWindow(uintptr) }); ok {
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g.SetWindow(u.nativeWindow())
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}
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@ -1109,7 +1109,7 @@ func (u *UserInterface) loop() error {
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// swapBuffers also checks IsGL, so this condition is redundant.
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// However, (*thread).Call is not good for performance due to channels.
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// Let's avoid this whenever possible (#1367).
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if u.Graphics().IsGL() {
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if Graphics().IsGL() {
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u.t.Call(u.swapBuffers)
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}
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@ -1131,7 +1131,7 @@ func (u *UserInterface) loop() error {
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// swapBuffers must be called from the main thread.
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func (u *UserInterface) swapBuffers() {
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if u.Graphics().IsGL() {
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if Graphics().IsGL() {
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u.window.SwapBuffers()
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}
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}
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@ -1186,7 +1186,7 @@ func (u *UserInterface) adjustWindowSizeBasedOnSizeLimitsInDIP(width, height int
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func (u *UserInterface) setWindowSizeInDIP(width, height int, fullscreen bool) {
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width, height = u.adjustWindowSizeBasedOnSizeLimitsInDIP(width, height)
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u.Graphics().SetFullscreen(fullscreen)
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Graphics().SetFullscreen(fullscreen)
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scale := u.deviceScaleFactor(u.currentMonitor())
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if u.windowWidthInDIP == width && u.windowHeightInDIP == height && u.isFullscreen() == fullscreen && u.lastDeviceScaleFactor == scale {
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@ -1226,7 +1226,7 @@ func (u *UserInterface) setWindowSizeInDIP(width, height int, fullscreen bool) {
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u.windowHeightInDIP = height
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if windowRecreated {
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if g, ok := u.Graphics().(interface{ SetWindow(uintptr) }); ok {
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if g, ok := Graphics().(interface{ SetWindow(uintptr) }); ok {
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g.SetWindow(u.nativeWindow())
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}
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}
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@ -1249,7 +1249,7 @@ func (u *UserInterface) setWindowSizeInDIPImpl(width, height int, fullscreen boo
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// Swapping buffer is necesary to prevent the image lag (#1004).
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// TODO: This might not work when vsync is disabled.
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if u.Graphics().IsGL() {
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if Graphics().IsGL() {
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glfw.PollEvents()
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u.swapBuffers()
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}
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@ -1269,7 +1269,7 @@ func (u *UserInterface) setWindowSizeInDIPImpl(width, height int, fullscreen boo
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if u.isNativeFullscreenAvailable() && u.isNativeFullscreen() {
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u.setNativeFullscreen(false)
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} else if !u.isNativeFullscreenAvailable() && u.window.GetMonitor() != nil {
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if u.Graphics().IsGL() {
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if Graphics().IsGL() {
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// When OpenGL is used, swapping buffer is enough to solve the image-lag
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// issue (#1004). Rather, recreating window destroys GPU resources.
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// TODO: This might not work when vsync is disabled.
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@ -1326,7 +1326,7 @@ func (u *UserInterface) setWindowSizeInDIPImpl(width, height int, fullscreen boo
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// updateVsync must be called on the main thread.
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func (u *UserInterface) updateVsync() {
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if u.Graphics().IsGL() {
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if Graphics().IsGL() {
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// SwapInterval is affected by the current monitor of the window.
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// This needs to be called at least after SetMonitor.
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// Without SwapInterval after SetMonitor, vsynch doesn't work (#375).
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@ -1340,7 +1340,7 @@ func (u *UserInterface) updateVsync() {
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glfw.SwapInterval(0)
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}
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}
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u.Graphics().SetVsyncEnabled(u.fpsMode == FPSModeVsyncOn)
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Graphics().SetVsyncEnabled(u.fpsMode == FPSModeVsyncOn)
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}
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// initialMonitor returns the initial monitor to show the window.
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@ -279,7 +279,7 @@ func (u *UserInterface) run(context Context, mainloop bool) (err error) {
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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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// gl.Context so that they are called on the appropriate thread.
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ctx := <-glContextCh
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u.Graphics().(*opengl.Graphics).SetGomobileGLContext(ctx)
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Graphics().(*opengl.Graphics).SetGomobileGLContext(ctx)
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} else {
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u.t = thread.NewOSThread()
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graphicscommand.SetMainThread(u.t)
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@ -200,7 +200,7 @@ func (c *uiContext) updateFrameImpl(updateCount int) error {
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}
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c.game.Draw(c.offscreen)
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if ui.Get().Graphics().NeedsClearingScreen() {
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if ui.Graphics().NeedsClearingScreen() {
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// This clear is needed for fullscreen mode or some mobile platforms (#622).
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c.screen.Clear()
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}
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@ -208,7 +208,7 @@ func (c *uiContext) updateFrameImpl(updateCount int) error {
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op := &DrawImageOptions{}
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s := c.screenScale(ui.Get().DeviceScaleFactor())
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switch vd := ui.Get().Graphics().FramebufferYDirection(); vd {
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switch vd := ui.Graphics().FramebufferYDirection(); vd {
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case driver.Upward:
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op.GeoM.Scale(s, -s)
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_, h := c.offscreen.Size()
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