// Copyright 2014 Hajime Hoshi // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. package ebiten import ( "fmt" "math" "sync" "github.com/hajimehoshi/ebiten/v2/internal/buffered" "github.com/hajimehoshi/ebiten/v2/internal/debug" "github.com/hajimehoshi/ebiten/v2/internal/graphics" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver" "github.com/hajimehoshi/ebiten/v2/internal/hooks" "github.com/hajimehoshi/ebiten/v2/internal/ui" ) type uiContext struct { game Game offscreen *Image screen *Image updateCalled bool outsideWidth float64 outsideHeight float64 m sync.Mutex } var theUIContext = &uiContext{} func (c *uiContext) set(game Game) { c.m.Lock() defer c.m.Unlock() c.game = game } func (c *uiContext) Layout(outsideWidth, outsideHeight float64) { c.outsideWidth = outsideWidth c.outsideHeight = outsideHeight } func (c *uiContext) updateOffscreen() { d := ui.Get().DeviceScaleFactor() sw, sh := int(c.outsideWidth*d), int(c.outsideHeight*d) ow, oh := c.game.Layout(int(c.outsideWidth), int(c.outsideHeight)) if ow <= 0 || oh <= 0 { panic("ebiten: Layout must return positive numbers") } if c.screen != nil { if w, h := c.screen.Size(); w != sw || h != sh { c.screen.Dispose() c.screen = nil } } if c.screen == nil { c.screen = newScreenFramebufferImage(int(c.outsideWidth*d), int(c.outsideHeight*d)) } if c.offscreen != nil { if w, h := c.offscreen.Size(); w != ow || h != oh { c.offscreen.Dispose() c.offscreen = nil } } if c.offscreen == nil { c.offscreen = NewImage(ow, oh) c.offscreen.mipmap.SetVolatile(IsScreenClearedEveryFrame()) // Keep the offscreen an independent image from an atlas (#1938). // The shader program for the screen is special and doesn't work well with an image on an atlas. // An image on an atlas is surrounded by a transparent edge, // and the shader program unexpectedly picks the pixel on the edges. c.offscreen.mipmap.SetIndependent(true) } } func (c *uiContext) setScreenClearedEveryFrame(cleared bool) { c.m.Lock() defer c.m.Unlock() if c.offscreen != nil { c.offscreen.mipmap.SetVolatile(cleared) } } func (c *uiContext) screenScale(deviceScaleFactor float64) float64 { if c.offscreen == nil { return 0 } sw, sh := c.offscreen.Size() scaleX := c.outsideWidth / float64(sw) * deviceScaleFactor scaleY := c.outsideHeight / float64(sh) * deviceScaleFactor return math.Min(scaleX, scaleY) } func (c *uiContext) offsets(deviceScaleFactor float64) (float64, float64) { if c.offscreen == nil { return 0, 0 } sw, sh := c.offscreen.Size() s := c.screenScale(deviceScaleFactor) width := float64(sw) * s height := float64(sh) * s x := (c.outsideWidth*deviceScaleFactor - width) / 2 y := (c.outsideHeight*deviceScaleFactor - height) / 2 return x, y } func (c *uiContext) UpdateFrame(updateCount int) error { debug.Logf("----\n") if err := buffered.BeginFrame(); err != nil { return err } if err := c.updateFrameImpl(updateCount); err != nil { return err } // All the vertices data are consumed at the end of the frame, and the data backend can be // available after that. Until then, lock the vertices backend. return graphics.LockAndResetVertices(func() error { if err := buffered.EndFrame(); err != nil { return err } return nil }) } func (c *uiContext) updateFrameImpl(updateCount int) error { c.updateOffscreen() // Ensure that Update is called once before Draw so that Update can be used for initialization. if !c.updateCalled && updateCount == 0 { updateCount = 1 c.updateCalled = true } debug.Logf("Update count per frame: %d\n", updateCount) for i := 0; i < updateCount; i++ { if err := hooks.RunBeforeUpdateHooks(); err != nil { return err } if err := c.game.Update(); err != nil { return err } ui.Get().ResetForFrame() } // Even though updateCount == 0, the offscreen is cleared and Draw is called. // Draw should not update the game state and then the screen should not be updated without Update, but // users might want to process something at Draw with the time intervals of FPS. if IsScreenClearedEveryFrame() { c.offscreen.Clear() } c.game.Draw(c.offscreen) if ui.NeedsClearingScreen() { // This clear is needed for fullscreen mode or some mobile platforms (#622). c.screen.Clear() } op := &DrawImageOptions{} s := c.screenScale(ui.Get().DeviceScaleFactor()) switch vd := ui.FramebufferYDirection(); vd { case graphicsdriver.Upward: op.GeoM.Scale(s, -s) _, h := c.offscreen.Size() op.GeoM.Translate(0, float64(h)*s) case graphicsdriver.Downward: op.GeoM.Scale(s, s) default: panic(fmt.Sprintf("ebiten: invalid v-direction: %d", vd)) } op.GeoM.Translate(c.offsets(ui.Get().DeviceScaleFactor())) op.CompositeMode = CompositeModeCopy // filterScreen works with >=1 scale, but does not well with <1 scale. // Use regular FilterLinear instead so far (#669). if s >= 1 { op.Filter = filterScreen } else { op.Filter = FilterLinear } c.screen.DrawImage(c.offscreen, op) return nil } func (c *uiContext) AdjustPosition(x, y float64, deviceScaleFactor float64) (float64, float64) { ox, oy := c.offsets(deviceScaleFactor) s := c.screenScale(deviceScaleFactor) // The scale 0 indicates that the offscreen is not initialized yet. // As any cursor values don't make sense, just return NaN. if s == 0 { return math.NaN(), math.NaN() } return (x*deviceScaleFactor - ox) / s, (y*deviceScaleFactor - oy) / s }