mirror of
https://github.com/hajimehoshi/ebiten.git
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parent
dbbfcdac73
commit
ad07e31727
19
run.go
19
run.go
@ -32,24 +32,18 @@ type Game interface {
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//
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//
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// Draw(screen *Image)
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// Draw(screen *Image)
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//
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//
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// With Draw (the recommended way), Update updates only the game logic and Draw draws the screen.
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// Update updates only the game logic and Draw draws the screen.
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// In this case, the argument screen's updated content by Update is not adopted for the actual game screen,
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// In this case, the argument screen's updated content by Update is not adopted for the actual game screen,
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// and the screen's updated content by Draw is adopted instead.
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// and the screen's updated content by Draw is adopted instead.
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// In the first frame, it is ensured that Update is called at least once before Draw. You can use Update
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// In the first frame, it is ensured that Update is called at least once before Draw. You can use Update
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// to initialize the game state. After the first frame, Update might not be called or might be called once
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// to initialize the game state. After the first frame, Update might not be called or might be called once
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// or more for one frame. The frequency is determined by the current TPS (tick-per-second).
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// or more for one frame. The frequency is determined by the current TPS (tick-per-second).
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//
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// Without Draw (the legacy way), Update updates the game logic and also draws the screen.
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// In this case, the argument screen's updated content by Update is adopted for the actual game screen.
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Update(screen *Image) error
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Update(screen *Image) error
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// Draw draws the game screen by one frame.
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// Draw draws the game screen by one frame.
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//
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//
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// The give argument represents a screen image. The updated content is adopted as the game screen.
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// The give argument represents a screen image. The updated content is adopted as the game screen.
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//
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Draw(screen *Image)
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// Draw is an optional function for backward compatibility.
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//
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// Draw(screen *Image)
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// Layout accepts a native outside size in device-independent pixels and returns the game's logical screen
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// Layout accepts a native outside size in device-independent pixels and returns the game's logical screen
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// size.
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// size.
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@ -180,7 +174,7 @@ func (i *imageDumperGameWithDraw) Draw(screen *Image) {
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return
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return
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}
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}
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i.game.(interface{ Draw(*Image) }).Draw(screen)
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i.game.Draw(screen)
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// Call dump explicitly. IsDrawingSkipped always returns true when Draw is defined.
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// Call dump explicitly. IsDrawingSkipped always returns true when Draw is defined.
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if i.d == nil {
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if i.d == nil {
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@ -232,13 +226,10 @@ func (i *imageDumperGameWithDraw) Draw(screen *Image) {
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// Don't call RunGame twice or more in one process.
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// Don't call RunGame twice or more in one process.
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func RunGame(game Game) error {
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func RunGame(game Game) error {
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fixWindowPosition(WindowSize())
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fixWindowPosition(WindowSize())
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if _, ok := game.(interface{ Draw(*Image) }); ok {
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return runGame(&imageDumperGameWithDraw{
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return runGame(&imageDumperGameWithDraw{
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imageDumperGame: imageDumperGame{game: game},
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imageDumperGame: imageDumperGame{game: game},
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}, 0)
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}, 0)
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}
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}
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return runGame(&imageDumperGame{game: game}, 0)
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}
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func runGame(game Game, scale float64) error {
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func runGame(game Game, scale float64) error {
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theUIContext.set(game, scale)
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theUIContext.set(game, scale)
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@ -258,13 +249,9 @@ func runGame(game Game, scale float64) error {
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// Instead, functions in github.com/hajimehoshi/ebiten/v2/mobile package calls this.
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// Instead, functions in github.com/hajimehoshi/ebiten/v2/mobile package calls this.
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func RunGameWithoutMainLoop(game Game) {
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func RunGameWithoutMainLoop(game Game) {
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fixWindowPosition(WindowSize())
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fixWindowPosition(WindowSize())
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if _, ok := game.(interface{ Draw(*Image) }); ok {
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game = &imageDumperGameWithDraw{
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game = &imageDumperGameWithDraw{
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imageDumperGame: imageDumperGame{game: game},
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imageDumperGame: imageDumperGame{game: game},
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}
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}
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} else {
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game = &imageDumperGame{game: game}
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}
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theUIContext.set(game, 0)
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theUIContext.set(game, 0)
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uiDriver().RunWithoutMainLoop(theUIContext)
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uiDriver().RunWithoutMainLoop(theUIContext)
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}
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}
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112
uicontext.go
112
uicontext.go
@ -26,25 +26,6 @@ import (
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"github.com/hajimehoshi/ebiten/v2/internal/hooks"
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"github.com/hajimehoshi/ebiten/v2/internal/hooks"
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)
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)
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type defaultGame struct {
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update func(screen *Image) error
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width int
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height int
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context *uiContext
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}
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func (d *defaultGame) Update(screen *Image) error {
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return d.update(screen)
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}
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func (d *defaultGame) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int) {
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// Ignore the outside size.
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d.context.m.Lock()
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w, h := d.width, d.height
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d.context.m.Unlock()
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return w, h
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}
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type uiContext struct {
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type uiContext struct {
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game Game
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game Game
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offscreen *Image
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offscreen *Image
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@ -74,76 +55,12 @@ func (c *uiContext) set(game Game, scaleForWindow float64) {
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c.m.Lock()
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c.m.Lock()
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defer c.m.Unlock()
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defer c.m.Unlock()
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c.game = game
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c.game = game
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if g, ok := game.(*defaultGame); ok {
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c.scaleForWindow = scaleForWindow
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g.context = c
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}
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}
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}
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func (c *uiContext) setError(err error) {
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func (c *uiContext) setError(err error) {
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c.err.Store(err)
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c.err.Store(err)
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}
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}
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func (c *uiContext) setScaleForWindow(scale float64) {
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c.m.Lock()
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defer c.m.Unlock()
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if c.game == nil {
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panic("ebiten: setScaleForWindow can be called only after the main loop starts")
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}
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g, ok := c.game.(*defaultGame)
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if !ok {
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panic("ebiten: setScaleForWindow can be called only when Run is used")
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}
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if w := uiDriver().Window(); w != nil {
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ww, wh := g.width, g.height
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c.scaleForWindow = scale
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w.SetSize(int(float64(ww)*scale), int(float64(wh)*scale))
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}
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}
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func (c *uiContext) getScaleForWindow() float64 {
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c.m.Lock()
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defer c.m.Unlock()
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if c.game == nil {
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panic("ebiten: getScaleForWindow can be called only after the main loop starts")
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}
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if _, ok := c.game.(*defaultGame); !ok {
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panic("ebiten: getScaleForWindow can be called only when Run is used")
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}
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s := c.scaleForWindow
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return s
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}
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// setScreenSize sets the (logical) screen size and adjusts the window size.
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//
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// setScreenSize is for backward compatibility. This is called from ebiten.SetScreenSize.
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func (c *uiContext) setScreenSize(width, height int) {
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c.m.Lock()
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defer c.m.Unlock()
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if c.game == nil {
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panic("ebiten: SetScreenSize can be called only after the main loop starts")
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}
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g, ok := c.game.(*defaultGame)
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if !ok {
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panic("ebiten: SetScreenSize can be called only when Run is used")
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}
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g.width = width
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g.height = height
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if w := uiDriver().Window(); w != nil {
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s := c.scaleForWindow
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w.SetSize(int(float64(width)*s), int(float64(height)*s))
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}
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}
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func (c *uiContext) Layout(outsideWidth, outsideHeight float64) {
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func (c *uiContext) Layout(outsideWidth, outsideHeight float64) {
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c.outsideSizeUpdated = true
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c.outsideSizeUpdated = true
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c.outsideWidth = outsideWidth
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c.outsideWidth = outsideWidth
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@ -179,11 +96,6 @@ func (c *uiContext) updateOffscreen() {
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c.offscreen.mipmap.SetVolatile(IsScreenClearedEveryFrame())
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c.offscreen.mipmap.SetVolatile(IsScreenClearedEveryFrame())
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}
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}
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// The window size is automatically adjusted when Run is used.
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if _, ok := c.game.(*defaultGame); ok {
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c.setScreenSize(sw, sh)
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}
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// TODO: This is duplicated with mobile/ebitenmobileview/funcs.go. Refactor this.
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// TODO: This is duplicated with mobile/ebitenmobileview/funcs.go. Refactor this.
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d := uiDriver().DeviceScaleFactor()
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d := uiDriver().DeviceScaleFactor()
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c.screen = newScreenFramebufferImage(int(c.outsideWidth*d), int(c.outsideHeight*d))
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c.screen = newScreenFramebufferImage(int(c.outsideWidth*d), int(c.outsideHeight*d))
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@ -206,11 +118,6 @@ func (c *uiContext) setWindowResizable(resizable bool) {
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c.m.Lock()
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c.m.Lock()
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defer c.m.Unlock()
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defer c.m.Unlock()
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if resizable && c.game != nil {
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if _, ok := c.game.(*defaultGame); ok {
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panic("ebiten: a resizable window works with RunGame, not Run")
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}
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}
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if w := uiDriver().Window(); w != nil {
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if w := uiDriver().Window(); w != nil {
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w.SetResizable(resizable)
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w.SetResizable(resizable)
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}
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}
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@ -272,8 +179,6 @@ func (c *uiContext) Draw() error {
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}
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}
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func (c *uiContext) update() error {
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func (c *uiContext) update() error {
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_, hasDraw := c.game.(interface{ Draw(*Image) })
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updateCount := clock.Update(MaxTPS())
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updateCount := clock.Update(MaxTPS())
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// Ensure that Update is called once before Draw so that Update can be used for initialization.
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// Ensure that Update is called once before Draw so that Update can be used for initialization.
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@ -285,14 +190,8 @@ func (c *uiContext) update() error {
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for i := 0; i < updateCount; i++ {
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for i := 0; i < updateCount; i++ {
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c.updateOffscreen()
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c.updateOffscreen()
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// When the game's Draw exists, rendering should be always skipped.
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// TODO: Move the clock usage to the UI driver side.
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//
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setDrawingSkipped(i < updateCount-1)
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// When the game's Draw does not exist, the last Update call should process drawing.
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// This assumes that (*uiContext).Update and (*uiContext).Draw are called successively.
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//
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// TODO: Make (Game).Draw mandatory and remove this assumption when we can update the major version.
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// Move the clock usage to the UI driver side.
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setDrawingSkipped(hasDraw || i < updateCount-1)
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if err := hooks.RunBeforeUpdateHooks(); err != nil {
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if err := hooks.RunBeforeUpdateHooks(); err != nil {
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return err
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return err
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@ -317,12 +216,7 @@ func (c *uiContext) draw() {
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return
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return
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}
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}
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if game, ok := c.game.(interface{ Draw(*Image) }); ok {
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c.game.Draw(c.offscreen)
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if IsScreenClearedEveryFrame() {
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c.offscreen.Clear()
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}
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game.Draw(c.offscreen)
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}
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// This clear is needed for fullscreen mode or some mobile platforms (#622).
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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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c.screen.Clear()
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