mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
internal/ui: refactoring: move the logic in gameForUI to context
This commit is contained in:
parent
9c448d207a
commit
5c7917897c
91
gameforui.go
91
gameforui.go
@ -15,16 +15,12 @@
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package ebiten
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import (
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"fmt"
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"math"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/ui"
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)
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type gameForUI struct {
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game Game
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offscreen *Image
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screen *Image
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}
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func newGameForUI(game Game) *gameForUI {
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@ -33,90 +29,23 @@ func newGameForUI(game Game) *gameForUI {
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}
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}
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func (c *gameForUI) Layout(outsideWidth, outsideHeight float64, deviceScaleFactor float64) (int, int) {
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ow, oh := c.game.Layout(int(outsideWidth), int(outsideHeight))
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if ow <= 0 || oh <= 0 {
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panic("ebiten: Layout must return positive numbers")
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}
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sw, sh := int(outsideWidth*deviceScaleFactor), int(outsideHeight*deviceScaleFactor)
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if c.screen != nil {
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if w, h := c.screen.Size(); w != sw || h != sh {
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c.screen.Dispose()
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c.screen = nil
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}
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}
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if c.screen == nil {
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c.screen = newScreenFramebufferImage(sw, sh)
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}
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func (c *gameForUI) NewOffscreenImage(width, height int) *ui.Image {
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if c.offscreen != nil {
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if w, h := c.offscreen.Size(); w != ow || h != oh {
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c.offscreen.Dispose()
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c.offscreen = nil
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}
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c.offscreen.Dispose()
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c.offscreen = nil
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}
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if c.offscreen == nil {
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c.offscreen = NewImage(ow, oh)
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c.offscreen = NewImage(width, height)
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return c.offscreen.image
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}
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// Keep the offscreen an independent image from an atlas (#1938).
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// The shader program for the screen is special and doesn't work well with an image on an atlas.
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// An image on an atlas is surrounded by a transparent edge,
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// and the shader program unexpectedly picks the pixel on the edges.
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c.offscreen.image.SetIndependent(true)
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}
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return ow, oh
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func (c *gameForUI) Layout(outsideWidth, outsideHeight int) (int, int) {
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return c.game.Layout(outsideWidth, outsideHeight)
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}
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func (c *gameForUI) Update() error {
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return c.game.Update()
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}
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func (c *gameForUI) Draw(screenScale float64, offsetX, offsetY float64, needsClearingScreen bool, framebufferYDirection graphicsdriver.YDirection, clearScreenEveryFrame, filterEnabled bool) {
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c.offscreen.image.SetVolatile(clearScreenEveryFrame)
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// Even though updateCount == 0, the offscreen is cleared and Draw is called.
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// Draw should not update the game state and then the screen should not be updated without Update, but
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// users might want to process something at Draw with the time intervals of FPS.
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if clearScreenEveryFrame {
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c.offscreen.Clear()
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}
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func (c *gameForUI) Draw() {
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c.game.Draw(c.offscreen)
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if 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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op := &DrawImageOptions{}
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s := screenScale
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switch framebufferYDirection {
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case graphicsdriver.Upward:
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op.GeoM.Scale(s, -s)
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_, h := c.offscreen.Size()
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op.GeoM.Translate(0, float64(h)*s)
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case graphicsdriver.Downward:
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op.GeoM.Scale(s, s)
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default:
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panic(fmt.Sprintf("ebiten: invalid v-direction: %d", framebufferYDirection))
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}
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op.GeoM.Translate(offsetX, offsetY)
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op.CompositeMode = CompositeModeCopy
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switch {
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case !filterEnabled:
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op.Filter = FilterNearest
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case math.Floor(s) == s:
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op.Filter = FilterNearest
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case s > 1:
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op.Filter = filterScreen
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default:
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// filterScreen works with >=1 scale, but does not well with <1 scale.
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// Use regular FilterLinear instead so far (#669).
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op.Filter = FilterLinear
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}
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c.screen.DrawImage(c.offscreen, op)
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}
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@ -27,11 +27,6 @@ const (
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// FilterLinear represents linear filter
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FilterLinear Filter = Filter(graphicsdriver.FilterLinear)
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// filterScreen represents a special filter for screen. Inner usage only.
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//
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// Some parameters like a color matrix or color vertex values can be ignored when filterScreen is used.
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filterScreen Filter = Filter(graphicsdriver.FilterScreen)
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)
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// CompositeMode represents Porter-Duff composition mode.
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48
image.go
48
image.go
@ -66,39 +66,22 @@ func (i *Image) Clear() {
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i.Fill(color.Transparent)
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}
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var (
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emptyImage = NewImage(3, 3)
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emptySubImage = emptyImage.SubImage(image.Rect(1, 1, 2, 2)).(*Image)
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)
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func init() {
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w, h := emptyImage.Size()
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pix := make([]byte, 4*w*h)
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for i := range pix {
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pix[i] = 0xff
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}
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// As emptyImage is used at Fill, use ReplacePixels instead.
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emptyImage.ReplacePixels(pix)
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}
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// Fill fills the image with a solid color.
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//
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// When the image is disposed, Fill does nothing.
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func (i *Image) Fill(clr color.Color) {
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// Use the original size to cover the entire region (#1691).
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// DrawImage automatically clips the rendering region.
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orig := i
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if i.isSubImage() {
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orig = i.original
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i.copyCheck()
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var crf, cgf, cbf, caf float32
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cr, cg, cb, ca := clr.RGBA()
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if ca != 0 {
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crf = float32(cr) / float32(ca)
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cgf = float32(cg) / float32(ca)
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cbf = float32(cb) / float32(ca)
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caf = float32(ca) / 0xffff
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}
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w, h := orig.Size()
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op := &DrawImageOptions{}
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op.GeoM.Scale(float64(w), float64(h))
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op.ColorM.ScaleWithColor(clr)
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op.CompositeMode = CompositeModeCopy
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i.DrawImage(emptySubImage, op)
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b := i.Bounds()
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i.image.Fill(crf, cgf, cbf, caf, b.Min.X, b.Min.Y, b.Dx(), b.Dy())
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}
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func canSkipMipmap(geom GeoM, filter graphicsdriver.Filter) bool {
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@ -845,12 +828,3 @@ func NewImageFromImage(source image.Image) *Image {
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i.ReplacePixels(imageToBytes(source))
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return i
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}
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func newScreenFramebufferImage(width, height int) *Image {
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i := &Image{
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image: ui.NewScreenFramebufferImage(width, height),
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bounds: image.Rect(0, 0, width, height),
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}
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i.addr = i
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return i
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}
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@ -15,10 +15,12 @@
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package ui
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import (
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"fmt"
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"math"
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"sync"
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"sync/atomic"
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"github.com/hajimehoshi/ebiten/v2/internal/affine"
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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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@ -30,9 +32,10 @@ import (
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const DefaultTPS = 60
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type Game interface {
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Layout(outsideWidth, outsideHeight float64, deviceScaleFactor float64) (int, int)
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NewOffscreenImage(width, height int) *Image
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Layout(outsideWidth, outsideHeight int) (int, int)
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Update() error
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Draw(screenScale float64, offsetX, offsetY float64, needsClearingScreen bool, framebufferYDirection graphicsdriver.YDirection, screenClearedEveryFrame, filterEnabled bool)
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Draw()
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}
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type context struct {
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@ -40,11 +43,12 @@ type context struct {
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updateCalled bool
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offscreen *Image
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screen *Image
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// The following members must be protected by the mutex m.
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outsideWidth float64
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outsideHeight float64
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screenWidth int
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screenHeight int
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m sync.Mutex
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}
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@ -116,12 +120,11 @@ func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, update
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if err := theGlobalState.error(); err != nil {
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return err
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}
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Get().resetForTick()
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theUI.resetForTick()
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}
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// Draw the game.
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screenScale, offsetX, offsetY := c.screenScaleAndOffsets(deviceScaleFactor)
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c.game.Draw(screenScale, offsetX, offsetY, graphicsDriver.NeedsClearingScreen(), graphicsDriver.FramebufferYDirection(), theGlobalState.isScreenClearedEveryFrame(), theGlobalState.isScreenFilterEnabled())
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c.drawGame(graphicsDriver)
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// All the vertices data are consumed at the end of the frame, and the data backend can be
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// available after that. Until then, lock the vertices backend.
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@ -133,20 +136,119 @@ func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, update
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})
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}
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func (c *context) drawGame(graphicsDriver graphicsdriver.Graphics) {
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c.offscreen.mipmap.SetVolatile(theGlobalState.isScreenClearedEveryFrame())
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// Even though updateCount == 0, the offscreen is cleared and Draw is called.
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// Draw should not update the game state and then the screen should not be updated without Update, but
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// users might want to process something at Draw with the time intervals of FPS.
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if theGlobalState.isScreenClearedEveryFrame() {
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c.offscreen.clear()
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}
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c.game.Draw()
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if graphicsDriver.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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ga := 1.0
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gd := 1.0
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gtx := 0.0
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gty := 0.0
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screenScale, offsetX, offsetY := c.screenScaleAndOffsets()
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s := screenScale
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switch y := graphicsDriver.FramebufferYDirection(); y {
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case graphicsdriver.Upward:
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ga *= s
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gd *= -s
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gty += float64(c.offscreen.height) * s
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case graphicsdriver.Downward:
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ga *= s
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gd *= s
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default:
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panic(fmt.Sprintf("ui: invalid y-direction: %d", y))
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}
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gtx += offsetX
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gty += offsetY
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var filter graphicsdriver.Filter
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switch {
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case !theGlobalState.isScreenFilterEnabled():
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filter = graphicsdriver.FilterNearest
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case math.Floor(s) == s:
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filter = graphicsdriver.FilterNearest
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case s > 1:
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filter = graphicsdriver.FilterScreen
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default:
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// FilterScreen works with >=1 scale, but does not well with <1 scale.
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// Use regular FilterLinear instead so far (#669).
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filter = graphicsdriver.FilterLinear
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}
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dstRegion := graphicsdriver.Region{
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X: 0,
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Y: 0,
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Width: float32(c.screen.width),
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Height: float32(c.screen.height),
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}
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vs := graphics.QuadVertices(
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0, 0, float32(c.offscreen.width), float32(c.offscreen.height),
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float32(ga), 0, 0, float32(gd), float32(gtx), float32(gty),
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1, 1, 1, 1)
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is := graphics.QuadIndices()
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srcs := [graphics.ShaderImageNum]*Image{c.offscreen}
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c.screen.DrawTriangles(srcs, vs, is, affine.ColorMIdentity{}, graphicsdriver.CompositeModeCopy, filter, graphicsdriver.AddressUnsafe, dstRegion, graphicsdriver.Region{}, [graphics.ShaderImageNum - 1][2]float32{}, nil, nil, false, true)
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}
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func (c *context) layoutGame(outsideWidth, outsideHeight float64, deviceScaleFactor float64) (int, int) {
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c.m.Lock()
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defer c.m.Unlock()
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c.outsideWidth = outsideWidth
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c.outsideHeight = outsideHeight
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w, h := c.game.Layout(outsideWidth, outsideHeight, deviceScaleFactor)
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c.screenWidth = w
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c.screenHeight = h
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return w, h
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ow, oh := c.game.Layout(int(outsideWidth), int(outsideHeight))
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if ow <= 0 || oh <= 0 {
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panic("ui: Layout must return positive numbers")
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}
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sw, sh := int(outsideWidth*deviceScaleFactor), int(outsideHeight*deviceScaleFactor)
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if c.screen != nil {
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if c.screen.width != sw || c.screen.height != sh {
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c.screen.MarkDisposed()
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c.screen = nil
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}
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}
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if c.screen == nil {
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c.screen = newScreenFramebufferImage(sw, sh)
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}
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if c.offscreen != nil {
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if c.offscreen.width != ow || c.offscreen.height != oh {
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c.offscreen.MarkDisposed()
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c.offscreen = nil
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}
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}
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if c.offscreen == nil {
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c.offscreen = c.game.NewOffscreenImage(ow, oh)
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// Keep the offscreen an independent image from an atlas (#1938).
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// The shader program for the screen is special and doesn't work well with an image on an atlas.
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// An image on an atlas is surrounded by a transparent edge,
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// and the shader program unexpectedly picks the pixel on the edges.
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c.offscreen.mipmap.SetIndependent(true)
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}
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return ow, oh
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}
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func (c *context) adjustPosition(x, y float64, deviceScaleFactor float64) (float64, float64) {
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s, ox, oy := c.screenScaleAndOffsets(deviceScaleFactor)
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s, ox, oy := c.screenScaleAndOffsets()
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// The scale 0 indicates that the screen is not initialized yet.
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// As any cursor values don't make sense, just return NaN.
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if s == 0 {
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@ -155,21 +257,21 @@ func (c *context) adjustPosition(x, y float64, deviceScaleFactor float64) (float
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return (x*deviceScaleFactor - ox) / s, (y*deviceScaleFactor - oy) / s
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}
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func (c *context) screenScaleAndOffsets(deviceScaleFactor float64) (float64, float64, float64) {
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func (c *context) screenScaleAndOffsets() (float64, float64, float64) {
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c.m.Lock()
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defer c.m.Unlock()
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if c.screenWidth == 0 || c.screenHeight == 0 {
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if c.screen == nil {
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return 0, 0, 0
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}
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scaleX := c.outsideWidth / float64(c.screenWidth) * deviceScaleFactor
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scaleY := c.outsideHeight / float64(c.screenHeight) * deviceScaleFactor
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scaleX := float64(c.screen.width) / float64(c.offscreen.width)
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scaleY := float64(c.screen.height) / float64(c.offscreen.height)
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scale := math.Min(scaleX, scaleY)
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width := float64(c.screenWidth) * scale
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height := float64(c.screenHeight) * scale
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x := (c.outsideWidth*deviceScaleFactor - width) / 2
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y := (c.outsideHeight*deviceScaleFactor - height) / 2
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width := float64(c.offscreen.width) * scale
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height := float64(c.offscreen.height) * scale
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x := (float64(c.screen.width) - width) / 2
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y := (float64(c.screen.height) - height) / 2
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return scale, x, y
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}
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@ -257,7 +359,7 @@ func FPSMode() FPSModeType {
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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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theUI.SetFPSMode(fpsMode)
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}
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func MaxTPS() int {
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@ -31,17 +31,23 @@ func SetPanicOnErrorOnReadingPixelsForTesting(value bool) {
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type Image struct {
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mipmap *mipmap.Mipmap
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width int
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height int
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}
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func NewImage(width, height int) *Image {
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return &Image{
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mipmap: mipmap.New(width, height),
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width: width,
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height: height,
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}
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}
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func NewScreenFramebufferImage(width, height int) *Image {
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func newScreenFramebufferImage(width, height int) *Image {
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return &Image{
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mipmap: mipmap.NewScreenFramebufferMipmap(width, height),
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width: width,
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height: height,
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}
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}
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@ -92,14 +98,42 @@ func (i *Image) DumpScreenshot(name string, blackbg bool) error {
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return theUI.dumpScreenshot(i.mipmap, name, blackbg)
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}
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func (i *Image) SetIndependent(independent bool) {
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i.mipmap.SetIndependent(independent)
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}
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func (i *Image) SetVolatile(volatile bool) {
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i.mipmap.SetVolatile(volatile)
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}
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func DumpImages(dir string) error {
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return theUI.dumpImages(dir)
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}
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var (
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emptyImage = NewImage(3, 3)
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)
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func init() {
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pix := make([]byte, 4*emptyImage.width*emptyImage.height)
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for i := range pix {
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pix[i] = 0xff
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}
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// As emptyImage is used at Fill, use ReplacePixels instead.
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emptyImage.ReplacePixels(pix, 0, 0, emptyImage.width, emptyImage.height)
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}
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func (i *Image) clear() {
|
||||
i.Fill(0, 0, 0, 0, 0, 0, i.width, i.height)
|
||||
}
|
||||
|
||||
func (i *Image) Fill(r, g, b, a float32, x, y, width, height int) {
|
||||
dstRegion := graphicsdriver.Region{
|
||||
X: float32(x),
|
||||
Y: float32(y),
|
||||
Width: float32(width),
|
||||
Height: float32(height),
|
||||
}
|
||||
|
||||
vs := graphics.QuadVertices(
|
||||
1, 1, float32(emptyImage.width-1), float32(emptyImage.height-1),
|
||||
float32(i.width), 0, 0, float32(i.height), 0, 0,
|
||||
r, g, b, a)
|
||||
is := graphics.QuadIndices()
|
||||
|
||||
srcs := [graphics.ShaderImageNum]*Image{emptyImage}
|
||||
|
||||
i.DrawTriangles(srcs, vs, is, affine.ColorMIdentity{}, graphicsdriver.CompositeModeCopy, graphicsdriver.FilterNearest, graphicsdriver.AddressUnsafe, dstRegion, graphicsdriver.Region{}, [graphics.ShaderImageNum - 1][2]float32{}, nil, nil, false, true)
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user