ebiten: Implement SetClearingScreenSkipped/IsClearingScreenSkipped (#1302)

Fixes #1132
This commit is contained in:
Tom Lister 2020-08-13 19:19:56 +10:00 committed by GitHub
parent a1c7c18788
commit e96a1fb1c7
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 28 additions and 4 deletions

20
run.go
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@ -90,6 +90,7 @@ func CurrentFPS() float64 {
var (
isDrawingSkipped = int32(0)
isClearingScreenSkipped = int32(0)
currentMaxTPS = int32(DefaultTPS)
)
@ -101,6 +102,25 @@ func setDrawingSkipped(skipped bool) {
atomic.StoreInt32(&isDrawingSkipped, v)
}
// SetClearingScreenSkipped enables or disables the clearing of the screen at the beginning of each frame.
// The default value is false and the screen is cleared each frame by default.
//
// SetClearingScreenSkipped is concurrent-safe.
func SetClearingScreenSkipped(skipped bool) {
v := int32(0)
if skipped {
v = 1
}
atomic.StoreInt32(&isClearingScreenSkipped, v)
}
// IsClearingScreenSkipped returns true if the frame isn't cleared at the beginning.
//
// IsClearingScreenSkipped is concurrent-safe.
func IsClearingScreenSkipped() bool {
return atomic.LoadInt32(&isClearingScreenSkipped) != 0
}
// IsDrawingSkipped returns true if rendering result is not adopted.
// It is recommended to skip drawing images or screen
// when IsDrawingSkipped is true.

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@ -290,7 +290,9 @@ func (c *uiContext) update() error {
// Multiple successive Clear call should be integrated into one graphics command, then
// calling Clear on every Update should not affect the performance.
if !IsClearingScreenSkipped() {
c.offscreen.Clear()
}
if err := c.game.Update(c.offscreen); err != nil {
return err
}
@ -306,7 +308,9 @@ func (c *uiContext) draw() {
}
if game, ok := c.game.(interface{ Draw(*Image) }); ok {
if !IsClearingScreenSkipped() {
c.offscreen.Clear()
}
game.Draw(c.offscreen)
}