ebiten: Add Draw function to Game interface

Fixes #1368
This commit is contained in:
Hajime Hoshi 2020-10-04 17:09:17 +09:00
parent dbbfcdac73
commit ad07e31727
2 changed files with 11 additions and 130 deletions

19
run.go
View File

@ -32,24 +32,18 @@ type Game interface {
// //
// Draw(screen *Image) // Draw(screen *Image)
// //
// With Draw (the recommended way), Update updates only the game logic and Draw draws the screen. // Update updates only the game logic and Draw draws the screen.
// In this case, the argument screen's updated content by Update is not adopted for the actual game screen, // In this case, the argument screen's updated content by Update is not adopted for the actual game screen,
// and the screen's updated content by Draw is adopted instead. // and the screen's updated content by Draw is adopted instead.
// In the first frame, it is ensured that Update is called at least once before Draw. You can use Update // In the first frame, it is ensured that Update is called at least once before Draw. You can use Update
// to initialize the game state. After the first frame, Update might not be called or might be called once // to initialize the game state. After the first frame, Update might not be called or might be called once
// or more for one frame. The frequency is determined by the current TPS (tick-per-second). // or more for one frame. The frequency is determined by the current TPS (tick-per-second).
//
// Without Draw (the legacy way), Update updates the game logic and also draws the screen.
// In this case, the argument screen's updated content by Update is adopted for the actual game screen.
Update(screen *Image) error Update(screen *Image) error
// Draw draws the game screen by one frame. // Draw draws the game screen by one frame.
// //
// The give argument represents a screen image. The updated content is adopted as the game screen. // The give argument represents a screen image. The updated content is adopted as the game screen.
// Draw(screen *Image)
// Draw is an optional function for backward compatibility.
//
// Draw(screen *Image)
// Layout accepts a native outside size in device-independent pixels and returns the game's logical screen // Layout accepts a native outside size in device-independent pixels and returns the game's logical screen
// size. // size.
@ -180,7 +174,7 @@ func (i *imageDumperGameWithDraw) Draw(screen *Image) {
return return
} }
i.game.(interface{ Draw(*Image) }).Draw(screen) i.game.Draw(screen)
// Call dump explicitly. IsDrawingSkipped always returns true when Draw is defined. // Call dump explicitly. IsDrawingSkipped always returns true when Draw is defined.
if i.d == nil { if i.d == nil {
@ -232,13 +226,10 @@ func (i *imageDumperGameWithDraw) Draw(screen *Image) {
// Don't call RunGame twice or more in one process. // Don't call RunGame twice or more in one process.
func RunGame(game Game) error { func RunGame(game Game) error {
fixWindowPosition(WindowSize()) fixWindowPosition(WindowSize())
if _, ok := game.(interface{ Draw(*Image) }); ok {
return runGame(&imageDumperGameWithDraw{ return runGame(&imageDumperGameWithDraw{
imageDumperGame: imageDumperGame{game: game}, imageDumperGame: imageDumperGame{game: game},
}, 0) }, 0)
} }
return runGame(&imageDumperGame{game: game}, 0)
}
func runGame(game Game, scale float64) error { func runGame(game Game, scale float64) error {
theUIContext.set(game, scale) theUIContext.set(game, scale)
@ -258,13 +249,9 @@ func runGame(game Game, scale float64) error {
// Instead, functions in github.com/hajimehoshi/ebiten/v2/mobile package calls this. // Instead, functions in github.com/hajimehoshi/ebiten/v2/mobile package calls this.
func RunGameWithoutMainLoop(game Game) { func RunGameWithoutMainLoop(game Game) {
fixWindowPosition(WindowSize()) fixWindowPosition(WindowSize())
if _, ok := game.(interface{ Draw(*Image) }); ok {
game = &imageDumperGameWithDraw{ game = &imageDumperGameWithDraw{
imageDumperGame: imageDumperGame{game: game}, imageDumperGame: imageDumperGame{game: game},
} }
} else {
game = &imageDumperGame{game: game}
}
theUIContext.set(game, 0) theUIContext.set(game, 0)
uiDriver().RunWithoutMainLoop(theUIContext) uiDriver().RunWithoutMainLoop(theUIContext)
} }

View File

@ -26,25 +26,6 @@ import (
"github.com/hajimehoshi/ebiten/v2/internal/hooks" "github.com/hajimehoshi/ebiten/v2/internal/hooks"
) )
type defaultGame struct {
update func(screen *Image) error
width int
height int
context *uiContext
}
func (d *defaultGame) Update(screen *Image) error {
return d.update(screen)
}
func (d *defaultGame) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int) {
// Ignore the outside size.
d.context.m.Lock()
w, h := d.width, d.height
d.context.m.Unlock()
return w, h
}
type uiContext struct { type uiContext struct {
game Game game Game
offscreen *Image offscreen *Image
@ -74,76 +55,12 @@ func (c *uiContext) set(game Game, scaleForWindow float64) {
c.m.Lock() c.m.Lock()
defer c.m.Unlock() defer c.m.Unlock()
c.game = game c.game = game
if g, ok := game.(*defaultGame); ok {
c.scaleForWindow = scaleForWindow
g.context = c
}
} }
func (c *uiContext) setError(err error) { func (c *uiContext) setError(err error) {
c.err.Store(err) c.err.Store(err)
} }
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")
}
if w := uiDriver().Window(); w != nil {
ww, wh := g.width, g.height
c.scaleForWindow = scale
w.SetSize(int(float64(ww)*scale), int(float64(wh)*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")
}
s := c.scaleForWindow
return s
}
// setScreenSize sets the (logical) screen size and adjusts the window size.
//
// setScreenSize is for backward compatibility. This is called from ebiten.SetScreenSize.
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")
}
g.width = width
g.height = height
if w := uiDriver().Window(); w != nil {
s := c.scaleForWindow
w.SetSize(int(float64(width)*s), int(float64(height)*s))
}
}
func (c *uiContext) Layout(outsideWidth, outsideHeight float64) { func (c *uiContext) Layout(outsideWidth, outsideHeight float64) {
c.outsideSizeUpdated = true c.outsideSizeUpdated = true
c.outsideWidth = outsideWidth c.outsideWidth = outsideWidth
@ -179,11 +96,6 @@ func (c *uiContext) updateOffscreen() {
c.offscreen.mipmap.SetVolatile(IsScreenClearedEveryFrame()) c.offscreen.mipmap.SetVolatile(IsScreenClearedEveryFrame())
} }
// The window size is automatically adjusted when Run is used.
if _, ok := c.game.(*defaultGame); ok {
c.setScreenSize(sw, sh)
}
// TODO: This is duplicated with mobile/ebitenmobileview/funcs.go. Refactor this. // TODO: This is duplicated with mobile/ebitenmobileview/funcs.go. Refactor this.
d := uiDriver().DeviceScaleFactor() d := uiDriver().DeviceScaleFactor()
c.screen = newScreenFramebufferImage(int(c.outsideWidth*d), int(c.outsideHeight*d)) c.screen = newScreenFramebufferImage(int(c.outsideWidth*d), int(c.outsideHeight*d))
@ -206,11 +118,6 @@ func (c *uiContext) setWindowResizable(resizable bool) {
c.m.Lock() c.m.Lock()
defer c.m.Unlock() defer c.m.Unlock()
if resizable && c.game != nil {
if _, ok := c.game.(*defaultGame); ok {
panic("ebiten: a resizable window works with RunGame, not Run")
}
}
if w := uiDriver().Window(); w != nil { if w := uiDriver().Window(); w != nil {
w.SetResizable(resizable) w.SetResizable(resizable)
} }
@ -272,8 +179,6 @@ func (c *uiContext) Draw() error {
} }
func (c *uiContext) update() error { func (c *uiContext) update() error {
_, hasDraw := c.game.(interface{ Draw(*Image) })
updateCount := clock.Update(MaxTPS()) updateCount := clock.Update(MaxTPS())
// Ensure that Update is called once before Draw so that Update can be used for initialization. // Ensure that Update is called once before Draw so that Update can be used for initialization.
@ -285,14 +190,8 @@ func (c *uiContext) update() error {
for i := 0; i < updateCount; i++ { for i := 0; i < updateCount; i++ {
c.updateOffscreen() c.updateOffscreen()
// When the game's Draw exists, rendering should be always skipped. // TODO: Move the clock usage to the UI driver side.
// setDrawingSkipped(i < updateCount-1)
// When the game's Draw does not exist, the last Update call should process drawing.
// This assumes that (*uiContext).Update and (*uiContext).Draw are called successively.
//
// TODO: Make (Game).Draw mandatory and remove this assumption when we can update the major version.
// Move the clock usage to the UI driver side.
setDrawingSkipped(hasDraw || i < updateCount-1)
if err := hooks.RunBeforeUpdateHooks(); err != nil { if err := hooks.RunBeforeUpdateHooks(); err != nil {
return err return err
@ -317,12 +216,7 @@ func (c *uiContext) draw() {
return return
} }
if game, ok := c.game.(interface{ Draw(*Image) }); ok { c.game.Draw(c.offscreen)
if IsScreenClearedEveryFrame() {
c.offscreen.Clear()
}
game.Draw(c.offscreen)
}
// This clear is needed for fullscreen mode or some mobile platforms (#622). // This clear is needed for fullscreen mode or some mobile platforms (#622).
c.screen.Clear() c.screen.Clear()