mirror of
https://github.com/hajimehoshi/ebiten.git
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7e1943dba7
This reverts commit 7dda2d8e4b
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Reason: #1595: FPS doesn't match with the number of Draw calls per second when vsync is off.
Updates #1520
Closes #1595
252 lines
6.4 KiB
Go
252 lines
6.4 KiB
Go
// Copyright 2014 Hajime Hoshi
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package ebiten
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import (
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"fmt"
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"math"
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"sync"
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"sync/atomic"
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"github.com/hajimehoshi/ebiten/v2/internal/buffered"
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"github.com/hajimehoshi/ebiten/v2/internal/clock"
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"github.com/hajimehoshi/ebiten/v2/internal/debug"
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"github.com/hajimehoshi/ebiten/v2/internal/driver"
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"github.com/hajimehoshi/ebiten/v2/internal/hooks"
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)
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type uiContext struct {
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game Game
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offscreen *Image
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screen *Image
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updateCalled bool
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outsideSizeUpdated bool
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outsideWidth float64
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outsideHeight float64
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err atomic.Value
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m sync.Mutex
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}
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var theUIContext = &uiContext{}
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func (c *uiContext) set(game Game) {
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c.m.Lock()
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defer c.m.Unlock()
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c.game = game
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}
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func (c *uiContext) setError(err error) {
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c.err.Store(err)
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}
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func (c *uiContext) Layout(outsideWidth, outsideHeight float64) {
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// The given outside size can be 0 e.g. just after restoring from the fullscreen mode on Windows (#1589)
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// Just ignore such cases. Otherwise, creating a zero-sized framebuffer causes a panic.
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if outsideWidth == 0 || outsideHeight == 0 {
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return
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}
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c.outsideSizeUpdated = true
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c.outsideWidth = outsideWidth
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c.outsideHeight = outsideHeight
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}
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func (c *uiContext) updateOffscreen() {
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sw, sh := c.game.Layout(int(c.outsideWidth), int(c.outsideHeight))
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if sw <= 0 || sh <= 0 {
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panic("ebiten: Layout must return positive numbers")
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}
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if c.offscreen != nil && !c.outsideSizeUpdated {
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if w, h := c.offscreen.Size(); w == sw && h == sh {
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return
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}
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}
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c.outsideSizeUpdated = false
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if c.screen != nil {
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c.screen.Dispose()
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c.screen = nil
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}
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if c.offscreen != nil {
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if w, h := c.offscreen.Size(); w != sw || h != sh {
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c.offscreen.Dispose()
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c.offscreen = nil
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}
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}
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if c.offscreen == nil {
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c.offscreen = NewImage(sw, sh)
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c.offscreen.mipmap.SetVolatile(IsScreenClearedEveryFrame())
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}
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// TODO: This is duplicated with mobile/ebitenmobileview/funcs.go. Refactor this.
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d := uiDriver().DeviceScaleFactor()
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c.screen = newScreenFramebufferImage(int(c.outsideWidth*d), int(c.outsideHeight*d))
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}
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func (c *uiContext) setScreenClearedEveryFrame(cleared bool) {
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c.m.Lock()
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defer c.m.Unlock()
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if c.offscreen != nil {
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c.offscreen.mipmap.SetVolatile(cleared)
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}
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}
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func (c *uiContext) setWindowResizable(resizable bool) {
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c.m.Lock()
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defer c.m.Unlock()
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if w := uiDriver().Window(); w != nil {
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w.SetResizable(resizable)
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}
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}
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func (c *uiContext) screenScale(deviceScaleFactor float64) float64 {
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if c.offscreen == nil {
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return 0
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}
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sw, sh := c.offscreen.Size()
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scaleX := c.outsideWidth / float64(sw) * deviceScaleFactor
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scaleY := c.outsideHeight / float64(sh) * deviceScaleFactor
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return math.Min(scaleX, scaleY)
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}
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func (c *uiContext) offsets(deviceScaleFactor float64) (float64, float64) {
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if c.offscreen == nil {
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return 0, 0
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}
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sw, sh := c.offscreen.Size()
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s := c.screenScale(deviceScaleFactor)
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width := float64(sw) * s
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height := float64(sh) * s
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x := (c.outsideWidth*deviceScaleFactor - width) / 2
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y := (c.outsideHeight*deviceScaleFactor - height) / 2
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return x, y
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}
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func (c *uiContext) Update() error {
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// TODO: If updateCount is 0 and vsync is disabled, swapping buffers can be skipped.
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if err, ok := c.err.Load().(error); ok && err != nil {
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return err
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}
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if err := buffered.BeginFrame(); err != nil {
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return err
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}
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if err := c.update(clock.Update(MaxTPS())); err != nil {
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return err
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}
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if err := buffered.EndFrame(); err != nil {
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return err
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}
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return nil
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}
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func (c *uiContext) ForceUpdate() error {
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// ForceUpdate can be invoked even if uiContext it not initialized yet (#1591).
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if c.outsideWidth == 0 || c.outsideHeight == 0 {
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return nil
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}
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if err, ok := c.err.Load().(error); ok && err != nil {
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return err
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}
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if err := buffered.BeginFrame(); err != nil {
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return err
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}
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if err := c.update(1); err != nil {
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return err
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}
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if err := buffered.EndFrame(); err != nil {
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return err
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}
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return nil
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}
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func (c *uiContext) update(updateCount int) error {
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c.updateOffscreen()
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// Ensure that Update is called once before Draw so that Update can be used for initialization.
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if !c.updateCalled && updateCount == 0 {
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updateCount = 1
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c.updateCalled = true
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}
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debug.Logf("--\nUpdate count per frame: %d\n", updateCount)
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for i := 0; i < updateCount; i++ {
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if err := hooks.RunBeforeUpdateHooks(); err != nil {
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return err
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}
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if err := c.game.Update(); err != nil {
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return err
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}
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uiDriver().ResetForFrame()
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}
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// Even though updateCount == 0, the offscreen is cleared and Draw is called.
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// Draw should not update the game state and then the screen should not be updated without Update, but
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// users might want to process something at Draw with the time intervals of FPS.
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if IsScreenClearedEveryFrame() {
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c.offscreen.Clear()
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}
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c.game.Draw(c.offscreen)
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// This clear is needed for fullscreen mode or some mobile platforms (#622).
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c.screen.Clear()
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op := &DrawImageOptions{}
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s := c.screenScale(uiDriver().DeviceScaleFactor())
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switch vd := uiDriver().Graphics().FramebufferYDirection(); vd {
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case driver.Upward:
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op.GeoM.Scale(s, -s)
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_, h := c.offscreen.Size()
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op.GeoM.Translate(0, float64(h)*s)
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case driver.Downward:
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op.GeoM.Scale(s, s)
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default:
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panic(fmt.Sprintf("ebiten: invalid v-direction: %d", vd))
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}
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op.GeoM.Translate(c.offsets(uiDriver().DeviceScaleFactor()))
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op.CompositeMode = CompositeModeCopy
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// filterScreen works with >=1 scale, but does not well with <1 scale.
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// Use regular FilterLinear instead so far (#669).
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if s >= 1 {
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op.Filter = filterScreen
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} else {
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op.Filter = FilterLinear
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}
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c.screen.DrawImage(c.offscreen, op)
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return nil
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}
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func (c *uiContext) AdjustPosition(x, y float64, deviceScaleFactor float64) (float64, float64) {
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ox, oy := c.offsets(deviceScaleFactor)
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s := c.screenScale(deviceScaleFactor)
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// The scale 0 indicates that the offscreen is not initialized yet.
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// As any cursor values don't make sense, just return NaN.
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if s == 0 {
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return math.NaN(), math.NaN()
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}
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return (x*deviceScaleFactor - ox) / s, (y*deviceScaleFactor - oy) / s
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}
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