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internal/ui: bug fix: compile error for browsers
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1ebfa8b911
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@ -73,6 +73,21 @@ func (c *context) updateFrame(graphicsDriver graphicsdriver.Graphics, outsideWid
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return c.updateFrameImpl(graphicsDriver, clock.UpdateFrame(), outsideWidth, outsideHeight, deviceScaleFactor, ui, false)
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return c.updateFrameImpl(graphicsDriver, clock.UpdateFrame(), outsideWidth, outsideHeight, deviceScaleFactor, ui, false)
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}
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}
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func (c *context) forceUpdateFrame(graphicsDriver graphicsdriver.Graphics, outsideWidth, outsideHeight float64, deviceScaleFactor float64, ui *UserInterface) error {
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n := 1
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if ui.GraphicsLibrary() == GraphicsLibraryDirectX {
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// On DirectX, both framebuffers in the swap chain should be updated.
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// Or, the rendering result becomes unexpected when the window is resized.
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n = 2
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}
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for i := 0; i < n; i++ {
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if err := c.updateFrameImpl(graphicsDriver, 1, outsideWidth, outsideHeight, deviceScaleFactor, ui, true); err != nil {
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return err
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}
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}
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return nil
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}
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func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, updateCount int, outsideWidth, outsideHeight float64, deviceScaleFactor float64, ui *UserInterface, forceDraw bool) (err error) {
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func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, updateCount int, outsideWidth, outsideHeight float64, deviceScaleFactor float64, ui *UserInterface, forceDraw bool) (err error) {
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// The given outside size can be 0 e.g. just after restoring from the fullscreen mode on Windows (#1589)
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// The given outside size can be 0 e.g. just after restoring from the fullscreen mode on Windows (#1589)
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// Just ignore such cases. Otherwise, creating a zero-sized framebuffer causes a panic.
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// Just ignore such cases. Otherwise, creating a zero-sized framebuffer causes a panic.
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