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https://github.com/hajimehoshi/ebiten.git
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ebiten: refactoring: remove setScreenClearedEveryFrame
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parent
0c1c40995c
commit
82b9f7dc56
16
gameforui.go
16
gameforui.go
@ -62,7 +62,6 @@ func (c *gameForUI) Layout(outsideWidth, outsideHeight float64, deviceScaleFacto
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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.mipmap.SetVolatile(IsScreenClearedEveryFrame())
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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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@ -74,24 +73,17 @@ func (c *gameForUI) Layout(outsideWidth, outsideHeight float64, deviceScaleFacto
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return ow, oh
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}
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func (c *gameForUI) setScreenClearedEveryFrame(cleared bool) {
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c.m.Lock()
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defer c.m.Unlock()
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if c.offscreen != nil {
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c.offscreen.mipmap.SetVolatile(cleared)
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}
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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) error {
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func (c *gameForUI) Draw(screenScale float64, offsetX, offsetY float64, needsClearingScreen bool, framebufferYDirection graphicsdriver.YDirection, screenClearedEveryFrame bool) error {
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c.offscreen.mipmap.SetVolatile(screenClearedEveryFrame)
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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 IsScreenClearedEveryFrame() {
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if screenClearedEveryFrame {
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c.offscreen.Clear()
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}
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c.game.Draw(c.offscreen)
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@ -64,6 +64,10 @@ func (m *Mipmap) SetIndependent(independent bool) {
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}
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func (m *Mipmap) SetVolatile(volatile bool) {
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if m.volatile == volatile {
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return
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}
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m.volatile = volatile
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if m.volatile {
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m.disposeMipmaps()
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@ -32,7 +32,7 @@ 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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Update() error
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Draw(screenScale float64, offsetX, offsetY float64, needsClearingScreen bool, framebufferYDirection graphicsdriver.YDirection) error
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Draw(screenScale float64, offsetX, offsetY float64, needsClearingScreen bool, framebufferYDirection graphicsdriver.YDirection, screenClearedEveryFrame bool) error
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}
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type contextImpl struct {
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@ -100,7 +100,7 @@ func (c *contextImpl) updateFrameImpl(updateCount int, deviceScaleFactor float64
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// Draw the game.
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screenScale, offsetX, offsetY := c.screenScaleAndOffsets(deviceScaleFactor)
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if err := c.game.Draw(screenScale, offsetX, offsetY, graphics().NeedsClearingScreen(), graphics().FramebufferYDirection()); err != nil {
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if err := c.game.Draw(screenScale, offsetX, offsetY, graphics().NeedsClearingScreen(), graphics().FramebufferYDirection(), theGlobalState.isScreenClearedEveryFrame()); err != nil {
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return err
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}
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@ -166,19 +166,21 @@ func (c *contextImpl) screenScaleAndOffsets(deviceScaleFactor float64) (float64,
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}
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var theGlobalState = globalState{
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currentMaxTPS: DefaultTPS,
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maxTPS_: DefaultTPS,
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isScreenClearedEveryFrame_: 1,
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}
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// globalState represents a global state in this package.
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// This is available even before the game loop starts.
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type globalState struct {
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currentErr atomic.Value
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currentFPSMode int32
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currentMaxTPS int32
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err_ atomic.Value
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fpsMode_ int32
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maxTPS_ int32
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isScreenClearedEveryFrame_ int32
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}
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func (g *globalState) err() error {
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err, ok := g.currentErr.Load().(error)
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err, ok := g.err_.Load().(error)
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if !ok {
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return nil
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}
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@ -186,29 +188,41 @@ func (g *globalState) err() error {
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}
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func (g *globalState) setError(err error) {
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g.currentErr.Store(err)
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g.err_.Store(err)
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}
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func (g *globalState) fpsMode() FPSModeType {
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return FPSModeType(atomic.LoadInt32(&g.currentFPSMode))
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return FPSModeType(atomic.LoadInt32(&g.fpsMode_))
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}
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func (g *globalState) setFPSMode(fpsMode FPSModeType) {
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atomic.StoreInt32(&g.currentFPSMode, int32(fpsMode))
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atomic.StoreInt32(&g.fpsMode_, int32(fpsMode))
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}
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func (g *globalState) maxTPS() int {
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if g.fpsMode() == FPSModeVsyncOffMinimum {
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return clock.SyncWithFPS
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}
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return int(atomic.LoadInt32(&g.currentMaxTPS))
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return int(atomic.LoadInt32(&g.maxTPS_))
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}
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func (g *globalState) setMaxTPS(tps int) {
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if tps < 0 && tps != clock.SyncWithFPS {
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panic("ebiten: tps must be >= 0 or SyncWithFPS")
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}
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atomic.StoreInt32(&g.currentMaxTPS, int32(tps))
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atomic.StoreInt32(&g.maxTPS_, int32(tps))
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}
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func (g *globalState) isScreenClearedEveryFrame() bool {
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return atomic.LoadInt32(&g.isScreenClearedEveryFrame_) != 0
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}
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func (g *globalState) setScreenClearedEveryFrame(cleared bool) {
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v := int32(0)
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if cleared {
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v = 1
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}
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atomic.StoreInt32(&g.isScreenClearedEveryFrame_, v)
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}
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func SetError(err error) {
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@ -231,3 +245,11 @@ func MaxTPS() int {
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func SetMaxTPS(tps int) {
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theGlobalState.setMaxTPS(tps)
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}
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func IsScreenClearedEveryFrame() bool {
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return theGlobalState.isScreenClearedEveryFrame()
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}
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func SetScreenClearedEveryFrame(cleared bool) {
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theGlobalState.setScreenClearedEveryFrame(cleared)
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}
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10
run.go
10
run.go
@ -77,7 +77,6 @@ func CurrentFPS() float64 {
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}
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var (
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isScreenClearedEveryFrame = int32(1)
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isRunGameEnded_ = int32(0)
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)
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@ -86,19 +85,14 @@ var (
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//
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// SetScreenClearedEveryFrame is concurrent-safe.
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func SetScreenClearedEveryFrame(cleared bool) {
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v := int32(0)
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if cleared {
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v = 1
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}
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atomic.StoreInt32(&isScreenClearedEveryFrame, v)
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theGameForUI.setScreenClearedEveryFrame(cleared)
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ui.SetScreenClearedEveryFrame(cleared)
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}
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// IsScreenClearedEveryFrame returns true if the frame isn't cleared at the beginning.
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//
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// IsScreenClearedEveryFrame is concurrent-safe.
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func IsScreenClearedEveryFrame() bool {
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return atomic.LoadInt32(&isScreenClearedEveryFrame) != 0
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return ui.IsScreenClearedEveryFrame()
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}
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type imageDumperGame struct {
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