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ebiten: Implement SetClearingScreenSkipped/IsClearingScreenSkipped (#1302)
Fixes #1132
This commit is contained in:
parent
a1c7c18788
commit
e96a1fb1c7
20
run.go
20
run.go
@ -90,6 +90,7 @@ func CurrentFPS() float64 {
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var (
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isDrawingSkipped = int32(0)
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isClearingScreenSkipped = int32(0)
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currentMaxTPS = int32(DefaultTPS)
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)
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@ -101,6 +102,25 @@ func setDrawingSkipped(skipped bool) {
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atomic.StoreInt32(&isDrawingSkipped, v)
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}
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// SetClearingScreenSkipped enables or disables the clearing of the screen at the beginning of each frame.
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// The default value is false and the screen is cleared each frame by default.
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//
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// SetClearingScreenSkipped is concurrent-safe.
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func SetClearingScreenSkipped(skipped bool) {
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v := int32(0)
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if skipped {
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v = 1
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}
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atomic.StoreInt32(&isClearingScreenSkipped, v)
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}
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// IsClearingScreenSkipped returns true if the frame isn't cleared at the beginning.
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//
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// IsClearingScreenSkipped is concurrent-safe.
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func IsClearingScreenSkipped() bool {
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return atomic.LoadInt32(&isClearingScreenSkipped) != 0
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}
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// IsDrawingSkipped returns true if rendering result is not adopted.
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// It is recommended to skip drawing images or screen
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// when IsDrawingSkipped is true.
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@ -290,7 +290,9 @@ func (c *uiContext) update() error {
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// Multiple successive Clear call should be integrated into one graphics command, then
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// calling Clear on every Update should not affect the performance.
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if !IsClearingScreenSkipped() {
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c.offscreen.Clear()
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}
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if err := c.game.Update(c.offscreen); err != nil {
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return err
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}
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@ -306,7 +308,9 @@ func (c *uiContext) draw() {
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}
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if game, ok := c.game.(interface{ Draw(*Image) }); ok {
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if !IsClearingScreenSkipped() {
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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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