// 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" "sync/atomic" "github.com/hajimehoshi/ebiten/internal/buffered" "github.com/hajimehoshi/ebiten/internal/clock" "github.com/hajimehoshi/ebiten/internal/driver" "github.com/hajimehoshi/ebiten/internal/hooks" ) type defaultGame struct { update func(screen *Image) error width int height int context *uiContext } func (d *defaultGame) Update(screen *Image) error { return d.update(screen) } func (d *defaultGame) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int) { // Ignore the outside size. d.context.m.Lock() w, h := d.width, d.height d.context.m.Unlock() return w, h } type uiContext struct { game Game offscreen *Image screen *Image updateCalled bool // 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 outsideWidth float64 outsideHeight float64 err atomic.Value m sync.Mutex } var theUIContext = &uiContext{} func (c *uiContext) set(game Game, scaleForWindow float64) { c.m.Lock() defer c.m.Unlock() c.game = game if g, ok := game.(*defaultGame); ok { c.scaleForWindow = scaleForWindow g.context = c } } func (c *uiContext) setError(err error) { c.err.Store(err) } func (c *uiContext) setScaleForWindow(scale float64) { c.m.Lock() defer c.m.Unlock() if c.game == nil { panic("ebiten: setScaleForWindow can be called only after the main loop starts") } g, ok := c.game.(*defaultGame) if !ok { panic("ebiten: setScaleForWindow can be called only when Run is used") } if w := uiDriver().Window(); w != nil { ww, wh := g.width, g.height c.scaleForWindow = scale w.SetSize(int(float64(ww)*scale), int(float64(wh)*scale)) } } func (c *uiContext) getScaleForWindow() float64 { c.m.Lock() defer c.m.Unlock() if c.game == nil { panic("ebiten: getScaleForWindow can be called only after the main loop starts") } if _, ok := c.game.(*defaultGame); !ok { panic("ebiten: getScaleForWindow can be called only when Run is used") } s := c.scaleForWindow return s } // setScreenSize sets the (logical) screen size and adjusts the window size. // // setScreenSize is for backward compatibility. This is called from ebiten.SetScreenSize. func (c *uiContext) setScreenSize(width, height int) { c.m.Lock() defer c.m.Unlock() if c.game == nil { panic("ebiten: SetScreenSize can be called only after the main loop starts") } g, ok := c.game.(*defaultGame) if !ok { panic("ebiten: SetScreenSize can be called only when Run is used") } g.width = width g.height = height if w := uiDriver().Window(); w != nil { s := c.scaleForWindow w.SetSize(int(float64(width)*s), int(float64(height)*s)) } } func (c *uiContext) Layout(outsideWidth, outsideHeight float64) { c.outsideSizeUpdated = true c.outsideWidth = outsideWidth c.outsideHeight = outsideHeight } func (c *uiContext) updateOffscreen() { sw, sh := c.game.Layout(int(c.outsideWidth), int(c.outsideHeight)) if sw <= 0 || sh <= 0 { panic("ebiten: Layout must return positive numbers") } if c.offscreen != nil && !c.outsideSizeUpdated { if w, h := c.offscreen.Size(); w == sw && h == sh { return } } c.outsideSizeUpdated = false if c.screen != nil { _ = c.screen.Dispose() c.screen = nil } if c.offscreen != nil { if w, h := c.offscreen.Size(); w != sw || h != sh { _ = c.offscreen.Dispose() c.offscreen = nil } } if c.offscreen == nil { c.offscreen = newImage(sw, sh, FilterDefault, true) } // The window size is automatically adjusted when Run is used. if _, ok := c.game.(*defaultGame); ok { c.setScreenSize(sw, sh) } // TODO: This is duplicated with mobile/ebitenmobileview/funcs.go. Refactor this. d := uiDriver().DeviceScaleFactor() c.screen = newScreenFramebufferImage(int(c.outsideWidth*d), int(c.outsideHeight*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) setWindowResizable(resizable bool) { c.m.Lock() defer c.m.Unlock() if resizable && c.game != nil { if _, ok := c.game.(*defaultGame); ok { panic("ebiten: a resizable window works with RunGame, not Run") } } if w := uiDriver().Window(); w != nil { w.SetResizable(resizable) } } func (c *uiContext) screenScale() float64 { if c.offscreen == nil { return 0 } sw, sh := c.offscreen.Size() d := uiDriver().DeviceScaleFactor() scaleX := c.outsideWidth / float64(sw) * d scaleY := c.outsideHeight / float64(sh) * d return math.Min(scaleX, scaleY) } func (c *uiContext) offsets() (float64, float64) { if c.offscreen == nil { return 0, 0 } sw, sh := c.offscreen.Size() d := uiDriver().DeviceScaleFactor() s := c.screenScale() width := float64(sw) * s height := float64(sh) * s return (c.outsideWidth*d - width) / 2, (c.outsideHeight*d - height) / 2 } func (c *uiContext) Update() error { // TODO: If updateCount is 0 and vsync is disabled, swapping buffers can be skipped. if err, ok := c.err.Load().(error); ok && err != nil { return err } if err := buffered.BeginFrame(); err != nil { return err } if err := c.update(); err != nil { return err } if err := buffered.EndFrame(); err != nil { return err } return nil } func (c *uiContext) Draw() error { if err, ok := c.err.Load().(error); ok && err != nil { return err } if err := buffered.BeginFrame(); err != nil { return err } c.draw() if err := buffered.EndFrame(); err != nil { return err } return nil } func (c *uiContext) update() error { _, hasDraw := c.game.(interface{ Draw(*Image) }) updateCount := clock.Update(MaxTPS()) // 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 } for i := 0; i < updateCount; i++ { c.updateOffscreen() // When the game's Draw exists, rendering should be always skipped. // // When the game's Draw does not exist, the last Update call should process drawing. // This assumes that (*uiContext).Update and (*uiContext).Draw are called successively. // // TODO: Make (Game).Draw mandatory and remove this assumption when we can update the major version. // Move the clock usage to the UI driver side. setDrawingSkipped(hasDraw || i < updateCount-1) if err := hooks.RunBeforeUpdateHooks(); err != nil { return err } // Multiple successive Clear call should be integrated into one graphics command, then // calling Clear on every Update should not affect the performance. c.offscreen.Clear() if err := c.game.Update(c.offscreen); err != nil { return err } uiDriver().ResetForFrame() } return nil } func (c *uiContext) draw() { // c.screen might be nil when updateCount is 0 in the initial state (#1039). if c.screen == nil { return } if game, ok := c.game.(interface{ Draw(*Image) }); ok { c.offscreen.Clear() game.Draw(c.offscreen) } // This clear is needed for fullscreen mode or some mobile platforms (#622). c.screen.Clear() op := &DrawImageOptions{} s := c.screenScale() switch vd := uiDriver().Graphics().FramebufferYDirection(); vd { case driver.Upward: op.GeoM.Scale(s, -s) _, h := c.offscreen.Size() op.GeoM.Translate(0, float64(h)*s) case driver.Downward: op.GeoM.Scale(s, s) default: panic(fmt.Sprintf("ebiten: invalid v-direction: %d", vd)) } op.GeoM.Translate(c.offsets()) 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) } func (c *uiContext) AdjustPosition(x, y float64) (float64, float64) { d := uiDriver().DeviceScaleFactor() ox, oy := c.offsets() s := c.screenScale() return (x*d - ox) / s, (y*d - oy) / s }