ui: Add comments about scaleForWindow

This commit is contained in:
Hajime Hoshi 2019-12-20 03:56:17 +09:00
parent ba0279ebe3
commit f3712a7e62

View File

@ -63,9 +63,15 @@ func newUIContext(game Game, scaleForWindow float64) *uiContext {
}
type uiContext struct {
game Game
offscreen *Image
screen *Image
game Game
offscreen *Image
screen *Image
// scaleForWindow is the scale of a window. This doesn't represent the scale on fullscreen. This value works
// only on desktops.
//
// scaleForWindow is for backward compatibility and is used to calculate the window size when SetScreenSize
// is called.
scaleForWindow float64
outsideSizeUpdated bool
@ -102,6 +108,10 @@ func (c *uiContext) getScaleForWindow() float64 {
return s
}
// SetScreenSize sets the (logical) screen size and adjusts the window size.
//
// SetScreenSize is for backward compatibility. This is called from ebiten.SetScreenSize and
// uidriver/mobile.UserInterface.
func (c *uiContext) SetScreenSize(width, height int) {
g, ok := c.game.(*defaultGame)
if !ok {
@ -153,12 +163,9 @@ func (c *uiContext) updateOffscreen() {
d := uiDriver().DeviceScaleFactor()
c.screen = newScreenFramebufferImage(int(c.outsideWidth*d), int(c.outsideHeight*d))
if uiDriver().CanHaveWindow() && !uiDriver().IsFullscreen() {
// TODO: Update the scale for window. In the current implementation, this can cause an infinite loop:
// e.g., when the size is 854 and the scale is 0.75, the calculated outside size is 640.5. This is
// rounded to 640, and then the scale is updated.
// c.setScaleForWindow(c.screenScale() / d)
}
// Do not have to update scaleForWindow since this is used only for backward compatibility.
// Then, if a window is resizable, scaleForWindow (= ebiten.ScreenScale) might not match with the actual
// scale. This is fine since ebiten.ScreenScale will be deprecated.
}
func (c *uiContext) screenScale() float64 {