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graphics: Bug fix: screen flicks on Android (#229)
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parent
3f18096e95
commit
6640f60c88
@ -65,7 +65,7 @@ func (c *graphicsContext) needsRestoring(context *opengl.Context) (bool, error)
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return c.screen.impl.isInvalidated(context), nil
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return c.screen.impl.isInvalidated(context), nil
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}
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}
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func (c *graphicsContext) Update() error {
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func (c *graphicsContext) UpdateAndDraw() error {
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if !c.initialized {
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if !c.initialized {
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if err := graphics.Initialize(ui.GLContext()); err != nil {
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if err := graphics.Initialize(ui.GLContext()); err != nil {
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return err
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return err
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@ -112,6 +112,22 @@ func (c *graphicsContext) Update() error {
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return nil
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return nil
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}
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}
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func (c *graphicsContext) Draw() error {
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if err := c.defaultRenderTarget.Clear(); err != nil {
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return err
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}
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scale := float64(c.screenScale)
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options := &DrawImageOptions{}
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options.GeoM.Scale(scale, scale)
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if err := c.defaultRenderTarget.DrawImage(c.screen, options); err != nil {
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return err
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}
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if err := c.flush(); err != nil {
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return err
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}
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return nil
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}
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func (c *graphicsContext) flush() error {
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func (c *graphicsContext) flush() error {
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// TODO: imageM is necessary to call graphics functions. Move this to graphics package.
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// TODO: imageM is necessary to call graphics functions. Move this to graphics package.
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imageM.Lock()
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imageM.Lock()
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@ -95,7 +95,8 @@ func (c *runContext) setRunningSlowly(isRunningSlowly bool) {
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type GraphicsContext interface {
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type GraphicsContext interface {
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SetSize(width, height, scale int) error
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SetSize(width, height, scale int) error
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Update() error
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UpdateAndDraw() error
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Draw() error
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}
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}
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func Run(g GraphicsContext, width, height, scale int, title string, fps int) error {
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func Run(g GraphicsContext, width, height, scale int, title string, fps int) error {
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@ -143,10 +144,16 @@ func Run(g GraphicsContext, width, height, scale int, title string, fps int) err
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if tt == 0 && (int64(time.Second)/int64(fps)-int64(5*time.Millisecond)) < t {
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if tt == 0 && (int64(time.Second)/int64(fps)-int64(5*time.Millisecond)) < t {
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tt = 1
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tt = 1
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}
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}
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if 1 <= tt {
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for i := 0; i < tt; i++ {
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for i := 0; i < tt; i++ {
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slow := i < tt-1
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slow := i < tt-1
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currentRunContext.setRunningSlowly(slow)
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currentRunContext.setRunningSlowly(slow)
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if err := g.Update(); err != nil {
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if err := g.UpdateAndDraw(); err != nil {
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return err
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}
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}
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} else {
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if err := g.Draw(); err != nil {
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return err
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return err
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}
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}
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}
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}
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