ui: Refactoring: theUIContext is always non-nil

This commit is contained in:
Hajime Hoshi 2019-12-22 18:50:41 +09:00
parent 4c6006343e
commit 812a29bf07
2 changed files with 36 additions and 34 deletions

16
run.go
View File

@ -207,11 +207,11 @@ func RunGame(game Game) error {
if uiDriver().CanHaveWindow() {
fixWindowPosition(WindowSize())
}
return runGame(game, 1)
return runGame(game, 0)
}
func runGame(game Game, scale float64) error {
theUIContext = newUIContext(game, scale)
theUIContext.set(game, scale)
if err := uiDriver().Run(theUIContext, graphicsDriver()); err != nil {
if err == driver.RegularTermination {
return nil
@ -232,8 +232,7 @@ func RunWithoutMainLoop(f func(*Image) error, width, height int, scale float64,
width: width,
height: height,
}
theUIContext = newUIContext(game, scale)
theUIContext.set(game, scale)
return uiDriver().RunWithoutMainLoop(width, height, scale, title, theUIContext, graphicsDriver())
}
@ -252,9 +251,6 @@ func SetScreenSize(width, height int) {
if width <= 0 || height <= 0 {
panic("ebiten: width and height must be positive")
}
if theUIContext == nil {
panic("ebiten: SetScreenSize can't be called before the main loop starts")
}
theUIContext.SetScreenSize(width, height)
}
@ -263,17 +259,11 @@ func SetScreenScale(scale float64) {
if scale <= 0 {
panic("ebiten: scale must be positive")
}
if theUIContext == nil {
panic("ebiten: SetScreenScale can't be called before the main loop starts")
}
theUIContext.setScaleForWindow(scale)
}
// ScreenScale is deprecated as of 1.11.0-alpha. Use WindowSize instead.
func ScreenScale() float64 {
if theUIContext == nil {
panic("ebiten: ScreenScale can't be called before the main loop starts")
}
return theUIContext.getScaleForWindow()
}

View File

@ -51,17 +51,6 @@ func (d *defaultGame) Layout(outsideWidth, outsideHeight int) (screenWidth, scre
return w, h
}
func newUIContext(game Game, scaleForWindow float64) *uiContext {
u := &uiContext{
game: game,
scaleForWindow: scaleForWindow,
}
if g, ok := game.(*defaultGame); ok {
g.context = u
}
return u
}
type uiContext struct {
game Game
offscreen *Image
@ -81,30 +70,49 @@ type uiContext struct {
m sync.Mutex
}
var theUIContext *uiContext
var theUIContext = &uiContext{}
func (c *uiContext) set(game Game, scaleForWindow float64) {
c.m.Lock()
defer c.m.Unlock()
c.game = game
if g, ok := game.(*defaultGame); ok {
c.scaleForWindow = scaleForWindow
g.context = c
}
}
func (c *uiContext) setScaleForWindow(scale float64) {
c.m.Lock()
defer c.m.Unlock()
if c.game == nil {
panic("ebiten: setScaleForWindow can be called only after the main loop starts")
}
g, ok := c.game.(*defaultGame)
if !ok {
panic("ebiten: setScaleForWindow can be called only when Run is used")
}
c.m.Lock()
defer c.m.Unlock()
w, h := g.width, g.height
c.scaleForWindow = scale
uiDriver().SetWindowSize(int(float64(w)*scale), int(float64(h)*scale))
}
func (c *uiContext) getScaleForWindow() float64 {
c.m.Lock()
defer c.m.Unlock()
if c.game == nil {
panic("ebiten: getScaleForWindow can be called only after the main loop starts")
}
if _, ok := c.game.(*defaultGame); !ok {
panic("ebiten: getScaleForWindow can be called only when Run is used")
}
c.m.Lock()
s := c.scaleForWindow
c.m.Unlock()
return s
}
@ -113,14 +121,18 @@ func (c *uiContext) getScaleForWindow() float64 {
// SetScreenSize is for backward compatibility. This is called from ebiten.SetScreenSize and
// uidriver/mobile.UserInterface.
func (c *uiContext) SetScreenSize(width, height int) {
c.m.Lock()
defer c.m.Unlock()
if c.game == nil {
panic("ebiten: SetScreenSize can be called only after the main loop starts")
}
g, ok := c.game.(*defaultGame)
if !ok {
panic("ebiten: SetScreenSize can be called only when Run is used")
}
c.m.Lock()
defer c.m.Unlock()
g.width = width
g.height = height
s := c.scaleForWindow