// Copyright 2022 The Ebiten Authors // // 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 ui import ( "math" "sync" "sync/atomic" "github.com/hajimehoshi/ebiten/v2/internal/buffered" "github.com/hajimehoshi/ebiten/v2/internal/clock" "github.com/hajimehoshi/ebiten/v2/internal/debug" graphicspkg "github.com/hajimehoshi/ebiten/v2/internal/graphics" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver" "github.com/hajimehoshi/ebiten/v2/internal/hooks" ) const DefaultTPS = 60 type Game interface { Layout(outsideWidth, outsideHeight float64, deviceScaleFactor float64) (int, int) Update() error Draw(screenScale float64, offsetX, offsetY float64, needsClearingScreen bool, framebufferYDirection graphicsdriver.YDirection, screenClearedEveryFrame, filterEnabled bool) error } type contextImpl struct { game Game updateCalled bool // The following members must be protected by the mutex m. outsideWidth float64 outsideHeight float64 screenWidth int screenHeight int m sync.Mutex } func newContextImpl(game Game) *contextImpl { return &contextImpl{ game: game, } } func (c *contextImpl) updateFrame(outsideWidth, outsideHeight float64, deviceScaleFactor float64) error { // TODO: If updateCount is 0 and vsync is disabled, swapping buffers can be skipped. return c.updateFrameImpl(clock.Update(theGlobalState.maxTPS()), outsideWidth, outsideHeight, deviceScaleFactor) } func (c *contextImpl) forceUpdateFrame(outsideWidth, outsideHeight float64, deviceScaleFactor float64) error { return c.updateFrameImpl(1, outsideWidth, outsideHeight, deviceScaleFactor) } func (c *contextImpl) updateFrameImpl(updateCount int, outsideWidth, outsideHeight float64, deviceScaleFactor float64) error { if err := theGlobalState.err(); err != nil { return err } // The given outside size can be 0 e.g. just after restoring from the fullscreen mode on Windows (#1589) // Just ignore such cases. Otherwise, creating a zero-sized framebuffer causes a panic. if outsideWidth == 0 || outsideHeight == 0 { return nil } // ForceUpdate can be invoked even if the context is not initialized yet (#1591). if w, h := c.layoutGame(outsideWidth, outsideHeight, deviceScaleFactor); w == 0 || h == 0 { return nil } debug.Logf("----\n") if err := buffered.BeginFrame(); err != nil { return err } // 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) // Update the game. for i := 0; i < updateCount; i++ { if err := hooks.RunBeforeUpdateHooks(); err != nil { return err } if err := c.game.Update(); err != nil { return err } Get().resetForTick() } // Draw the game. screenScale, offsetX, offsetY := c.screenScaleAndOffsets(deviceScaleFactor) if err := c.game.Draw(screenScale, offsetX, offsetY, graphics().NeedsClearingScreen(), graphics().FramebufferYDirection(), theGlobalState.isScreenClearedEveryFrame(), theGlobalState.isScreenFilterEnabled()); 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 graphicspkg.LockAndResetVertices(func() error { if err := buffered.EndFrame(); err != nil { return err } return nil }) } func (c *contextImpl) layoutGame(outsideWidth, outsideHeight float64, deviceScaleFactor float64) (int, int) { c.m.Lock() defer c.m.Unlock() c.outsideWidth = outsideWidth c.outsideHeight = outsideHeight w, h := c.game.Layout(outsideWidth, outsideHeight, deviceScaleFactor) c.screenWidth = w c.screenHeight = h return w, h } func (c *contextImpl) adjustPosition(x, y float64, deviceScaleFactor float64) (float64, float64) { s, ox, oy := c.screenScaleAndOffsets(deviceScaleFactor) // The scale 0 indicates that the screen 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 } func (c *contextImpl) screenScaleAndOffsets(deviceScaleFactor float64) (float64, float64, float64) { c.m.Lock() defer c.m.Unlock() if c.screenWidth == 0 || c.screenHeight == 0 { return 0, 0, 0 } scaleX := c.outsideWidth / float64(c.screenWidth) * deviceScaleFactor scaleY := c.outsideHeight / float64(c.screenHeight) * deviceScaleFactor scale := math.Min(scaleX, scaleY) width := float64(c.screenWidth) * scale height := float64(c.screenHeight) * scale x := (c.outsideWidth*deviceScaleFactor - width) / 2 y := (c.outsideHeight*deviceScaleFactor - height) / 2 return scale, x, y } var theGlobalState = globalState{ maxTPS_: DefaultTPS, isScreenClearedEveryFrame_: 1, screenFilterEnabled_: 1, } // globalState represents a global state in this package. // This is available even before the game loop starts. type globalState struct { err_ atomic.Value fpsMode_ int32 maxTPS_ int32 isScreenClearedEveryFrame_ int32 screenFilterEnabled_ int32 } func (g *globalState) err() error { err, ok := g.err_.Load().(error) if !ok { return nil } return err } func (g *globalState) setError(err error) { if g.err_.Load() != nil { return } g.err_.Store(err) } func (g *globalState) fpsMode() FPSModeType { return FPSModeType(atomic.LoadInt32(&g.fpsMode_)) } func (g *globalState) setFPSMode(fpsMode FPSModeType) { atomic.StoreInt32(&g.fpsMode_, int32(fpsMode)) } func (g *globalState) maxTPS() int { if g.fpsMode() == FPSModeVsyncOffMinimum { return clock.SyncWithFPS } return int(atomic.LoadInt32(&g.maxTPS_)) } func (g *globalState) setMaxTPS(tps int) { if tps < 0 && tps != clock.SyncWithFPS { panic("ebiten: tps must be >= 0 or SyncWithFPS") } atomic.StoreInt32(&g.maxTPS_, int32(tps)) } func (g *globalState) isScreenClearedEveryFrame() bool { return atomic.LoadInt32(&g.isScreenClearedEveryFrame_) != 0 } func (g *globalState) setScreenClearedEveryFrame(cleared bool) { v := int32(0) if cleared { v = 1 } atomic.StoreInt32(&g.isScreenClearedEveryFrame_, v) } func (g *globalState) isScreenFilterEnabled() bool { return graphicsdriver.Filter(atomic.LoadInt32(&g.screenFilterEnabled_)) != 0 } func (g *globalState) setScreenFilterEnabled(enabled bool) { v := int32(0) if enabled { v = 1 } atomic.StoreInt32(&g.screenFilterEnabled_, v) } func SetError(err error) { theGlobalState.setError(err) } func FPSMode() FPSModeType { return theGlobalState.fpsMode() } func SetFPSMode(fpsMode FPSModeType) { theGlobalState.setFPSMode(fpsMode) Get().SetFPSMode(fpsMode) } func MaxTPS() int { return theGlobalState.maxTPS() } func SetMaxTPS(tps int) { theGlobalState.setMaxTPS(tps) } func IsScreenClearedEveryFrame() bool { return theGlobalState.isScreenClearedEveryFrame() } func SetScreenClearedEveryFrame(cleared bool) { theGlobalState.setScreenClearedEveryFrame(cleared) } func IsScreenFilterEnabled() bool { return theGlobalState.isScreenFilterEnabled() } func SetScreenFilterEnabled(enabled bool) { theGlobalState.setScreenFilterEnabled(enabled) }