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internal/ui: rename contextImpl -> context
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parent
09a548e055
commit
ea1c18d124
@ -35,7 +35,7 @@ type Game interface {
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Draw(screenScale float64, offsetX, offsetY float64, needsClearingScreen bool, framebufferYDirection graphicsdriver.YDirection, screenClearedEveryFrame, filterEnabled bool) error
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}
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type contextImpl struct {
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type context struct {
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game Game
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updateCalled bool
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@ -49,18 +49,18 @@ type contextImpl struct {
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m sync.Mutex
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}
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func newContextImpl(game Game) *contextImpl {
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return &contextImpl{
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func newContext(game Game) *context {
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return &context{
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game: game,
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}
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}
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func (c *contextImpl) updateFrame(graphicsDriver graphicsdriver.Graphics, outsideWidth, outsideHeight float64, deviceScaleFactor float64) error {
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func (c *context) updateFrame(graphicsDriver graphicsdriver.Graphics, outsideWidth, outsideHeight float64, deviceScaleFactor float64) error {
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// TODO: If updateCount is 0 and vsync is disabled, swapping buffers can be skipped.
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return c.updateFrameImpl(graphicsDriver, clock.Update(theGlobalState.maxTPS()), outsideWidth, outsideHeight, deviceScaleFactor)
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}
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func (c *contextImpl) forceUpdateFrame(graphicsDriver graphicsdriver.Graphics, outsideWidth, outsideHeight float64, deviceScaleFactor float64) error {
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func (c *context) forceUpdateFrame(graphicsDriver graphicsdriver.Graphics, outsideWidth, outsideHeight float64, deviceScaleFactor float64) error {
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n := 1
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if graphicsDriver.IsDirectX() {
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// On DirectX, both framebuffers in the swap chain should be updated.
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@ -75,7 +75,7 @@ func (c *contextImpl) forceUpdateFrame(graphicsDriver graphicsdriver.Graphics, o
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return nil
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}
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func (c *contextImpl) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, updateCount int, outsideWidth, outsideHeight float64, deviceScaleFactor float64) error {
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func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, updateCount int, outsideWidth, outsideHeight float64, deviceScaleFactor float64) error {
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if err := theGlobalState.error(); err != nil {
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return err
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}
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@ -135,7 +135,7 @@ func (c *contextImpl) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, up
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})
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}
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func (c *contextImpl) layoutGame(outsideWidth, outsideHeight float64, deviceScaleFactor float64) (int, int) {
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func (c *context) layoutGame(outsideWidth, outsideHeight float64, deviceScaleFactor float64) (int, int) {
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c.m.Lock()
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defer c.m.Unlock()
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@ -147,7 +147,7 @@ func (c *contextImpl) layoutGame(outsideWidth, outsideHeight float64, deviceScal
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return w, h
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}
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func (c *contextImpl) adjustPosition(x, y float64, deviceScaleFactor float64) (float64, float64) {
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func (c *context) adjustPosition(x, y float64, deviceScaleFactor float64) (float64, float64) {
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s, ox, oy := c.screenScaleAndOffsets(deviceScaleFactor)
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// The scale 0 indicates that the screen is not initialized yet.
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// As any cursor values don't make sense, just return NaN.
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@ -157,7 +157,7 @@ func (c *contextImpl) adjustPosition(x, y float64, deviceScaleFactor float64) (f
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return (x*deviceScaleFactor - ox) / s, (y*deviceScaleFactor - oy) / s
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}
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func (c *contextImpl) screenScaleAndOffsets(deviceScaleFactor float64) (float64, float64, float64) {
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func (c *context) screenScaleAndOffsets(deviceScaleFactor float64) (float64, float64, float64) {
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c.m.Lock()
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defer c.m.Unlock()
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@ -31,7 +31,7 @@ type Input struct {
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m sync.Mutex
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}
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func (i *Input) update(context *contextImpl) {
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func (i *Input) update(context *context) {
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i.m.Lock()
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defer i.m.Unlock()
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@ -155,7 +155,7 @@ var glfwMouseButtonToMouseButton = map[glfw.MouseButton]MouseButton{
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}
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// update must be called from the main thread.
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func (i *Input) update(window *glfw.Window, context *contextImpl) error {
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func (i *Input) update(window *glfw.Window, context *context) error {
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i.ui.m.Lock()
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defer i.ui.m.Unlock()
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@ -23,7 +23,7 @@ import (
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)
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func (u *userInterfaceImpl) Run(game Game) error {
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u.context = newContextImpl(game)
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u.context = newContext(game)
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// Initialize the main thread first so the thread is available at u.run (#809).
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u.t = thread.NewOSThread()
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@ -23,7 +23,7 @@ import (
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)
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func (u *userInterfaceImpl) Run(game Game) error {
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u.context = newContextImpl(game)
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u.context = newContext(game)
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// Initialize the main thread first so the thread is available at u.run (#809).
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u.t = thread.NewNoopThread()
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@ -55,12 +55,12 @@ func init() {
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type userInterfaceImpl struct {
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graphicsDriver graphicsdriver.Graphics
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context *contextImpl
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context *context
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input Input
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}
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func (u *userInterfaceImpl) Run(game Game) error {
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u.context = newContextImpl(game)
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u.context = newContext(game)
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g, err := chooseGraphicsDriver(&graphicsDriverGetterImpl{})
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if err != nil {
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return err
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@ -50,7 +50,7 @@ func driverCursorModeToGLFWCursorMode(mode CursorMode) int {
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type userInterfaceImpl struct {
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graphicsDriver graphicsdriver.Graphics
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context *contextImpl
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context *context
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title string
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window *glfw.Window
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@ -84,7 +84,7 @@ type userInterfaceImpl struct {
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lastDeviceScaleFactor float64
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context *contextImpl
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context *context
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input Input
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}
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@ -330,7 +330,7 @@ func (u *userInterfaceImpl) needsUpdate() bool {
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}
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func (u *userInterfaceImpl) loop(game Game) <-chan error {
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u.context = newContextImpl(game)
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u.context = newContext(game)
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errCh := make(chan error, 1)
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reqStopAudioCh := make(chan struct{})
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@ -105,7 +105,7 @@ type userInterfaceImpl struct {
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setGBuildSizeCh chan struct{}
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once sync.Once
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context *contextImpl
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context *context
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input Input
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@ -269,7 +269,7 @@ func (u *userInterfaceImpl) run(game Game, mainloop bool) (err error) {
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}
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}()
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u.context = newContextImpl(game)
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u.context = newContext(game)
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g, err := chooseGraphicsDriver(&graphicsDriverGetterImpl{
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gomobileBuild: mainloop,
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})
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