// 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" "github.com/hajimehoshi/ebiten/v2/internal/atlas" "github.com/hajimehoshi/ebiten/v2/internal/buffered" "github.com/hajimehoshi/ebiten/v2/internal/clock" "github.com/hajimehoshi/ebiten/v2/internal/debug" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver" "github.com/hajimehoshi/ebiten/v2/internal/hooks" "github.com/hajimehoshi/ebiten/v2/internal/mipmap" ) var ( NearestFilterShader = &Shader{shader: mipmap.NearestFilterShader} LinearFilterShader = &Shader{shader: mipmap.LinearFilterShader} ) type Game interface { NewOffscreenImage(width, height int) *Image NewScreenImage(width, height int) *Image Layout(outsideWidth, outsideHeight float64) (screenWidth, screenHeight float64) UpdateInputState(InputState) Update() error DrawOffscreen() error DrawFinalScreen(scale, offsetX, offsetY float64) } type context struct { game Game updateCalled bool offscreen *Image screen *Image screenWidth float64 screenHeight float64 offscreenWidth float64 offscreenHeight float64 isOffscreenModified bool skipCount int setContextOnce sync.Once } func newContext(game Game) *context { return &context{ game: game, } } func (c *context) updateFrame(graphicsDriver graphicsdriver.Graphics, outsideWidth, outsideHeight float64, deviceScaleFactor float64, ui *userInterfaceImpl) error { // TODO: If updateCount is 0 and vsync is disabled, swapping buffers can be skipped. return c.updateFrameImpl(graphicsDriver, clock.UpdateFrame(), outsideWidth, outsideHeight, deviceScaleFactor, ui, false) } func (c *context) forceUpdateFrame(graphicsDriver graphicsdriver.Graphics, outsideWidth, outsideHeight float64, deviceScaleFactor float64, ui *userInterfaceImpl) error { n := 1 if graphicsDriver.IsDirectX() { // On DirectX, both framebuffers in the swap chain should be updated. // Or, the rendering result becomes unexpected when the window is resized. n = 2 } for i := 0; i < n; i++ { if err := c.updateFrameImpl(graphicsDriver, 1, outsideWidth, outsideHeight, deviceScaleFactor, ui, true); err != nil { return err } } return nil } func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, updateCount int, outsideWidth, outsideHeight float64, deviceScaleFactor float64, ui *userInterfaceImpl, forceDraw bool) (err error) { if err := theGlobalState.error(); err != nil { return err } ui.beginFrame() defer ui.endFrame() // 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 } debug.Logf("----\n") if err := buffered.BeginFrame(graphicsDriver); err != nil { return err } defer func() { if err1 := buffered.EndFrame(graphicsDriver); err == nil && err1 != nil { err = err1 } }() // 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 } // 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++ { // Read the input state and use it for one tick to give a consistent result for one tick (#2496, #2501). var inputState InputState ui.readInputState(&inputState) c.game.UpdateInputState(inputState) if err := hooks.RunBeforeUpdateHooks(); err != nil { return err } if err := c.game.Update(); err != nil { return err } // Catch the error that happened at (*Image).At. if err := theGlobalState.error(); err != nil { return err } ui.resetForTick() } // Update window icons during a frame, since an icon might be *ebiten.Image and // getting pixels from it needs to be in a frame (#1468). ui.updateIconIfNeeded() // Draw the game. if err := c.drawGame(graphicsDriver, forceDraw); err != nil { return err } return nil } func (c *context) newOffscreenImage(w, h int) *Image { img := c.game.NewOffscreenImage(w, h) img.modifyCallback = func() { c.isOffscreenModified = true } return img } func (c *context) drawGame(graphicsDriver graphicsdriver.Graphics, forceDraw bool) error { if (c.offscreen.imageType == atlas.ImageTypeVolatile) != theGlobalState.isScreenClearedEveryFrame() { w, h := c.offscreen.width, c.offscreen.height c.offscreen.MarkDisposed() c.offscreen = c.newOffscreenImage(w, h) } // isOffscreenModified is updated when an offscreen's modifyCallback. c.isOffscreenModified = false // 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 theGlobalState.isScreenClearedEveryFrame() { c.offscreen.clear() } if err := c.game.DrawOffscreen(); err != nil { return err } const maxSkipCount = 3 if !forceDraw && !c.isOffscreenModified { if c.skipCount < maxSkipCount { c.skipCount++ } } else { c.skipCount = 0 } skippable := c.skipCount >= maxSkipCount // TODO: Metal (and maybe DirectX) cannot vsync without swapping the buffer by rendering the screen framebuffer (#2520). // Implement this skipping appropriately for Metal and DirectX. if !skippable || !graphicsDriver.IsGL() { if graphicsDriver.NeedsClearingScreen() { // This clear is needed for fullscreen mode or some mobile platforms (#622). c.screen.clear() } c.game.DrawFinalScreen(c.screenScaleAndOffsets()) // The final screen is never used as the rendering source. // Flush its buffer here just in case. c.screen.flushBufferIfNeeded() } return nil } func (c *context) layoutGame(outsideWidth, outsideHeight float64, deviceScaleFactor float64) (int, int) { owf, ohf := c.game.Layout(outsideWidth, outsideHeight) if owf <= 0 || ohf <= 0 { panic("ui: Layout must return positive numbers") } c.screenWidth = outsideWidth * deviceScaleFactor c.screenHeight = outsideHeight * deviceScaleFactor c.offscreenWidth = owf c.offscreenHeight = ohf sw := int(math.Ceil(c.screenWidth)) sh := int(math.Ceil(c.screenHeight)) ow := int(math.Ceil(c.offscreenWidth)) oh := int(math.Ceil(c.offscreenHeight)) if c.screen != nil { if c.screen.width != sw || c.screen.height != sh { c.screen.MarkDisposed() c.screen = nil } } if c.screen == nil { c.screen = c.game.NewScreenImage(sw, sh) } if c.offscreen != nil { if c.offscreen.width != ow || c.offscreen.height != oh { c.offscreen.MarkDisposed() c.offscreen = nil } } if c.offscreen == nil { c.offscreen = c.newOffscreenImage(ow, oh) } return ow, oh } func (c *context) clientPositionToLogicalPosition(x, y float64, deviceScaleFactor float64) (float64, float64) { s, ox, oy := c.screenScaleAndOffsets() // 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 *context) screenScaleAndOffsets() (scale, offsetX, offsetY float64) { scaleX := c.screenWidth / c.offscreenWidth scaleY := c.screenHeight / c.offscreenHeight scale = math.Min(scaleX, scaleY) width := c.offscreenWidth * scale height := c.offscreenHeight * scale offsetX = (c.screenWidth - width) / 2 offsetY = (c.screenHeight - height) / 2 return }