ebiten/internal/ui/context.go
2022-02-13 20:02:49 +09:00

233 lines
6.2 KiB
Go

// 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/hooks"
)
const DefaultTPS = 60
type Context interface {
UpdateOffscreen(outsideWidth, outsideHeight float64, deviceScaleFactor float64) (int, int)
UpdateGame() error
DrawGame(screenScale float64, offsetX, offsetY float64) error
}
type contextImpl struct {
context Context
updateCalled bool
// The following members must be protected by the mutex m.
outsideWidth float64
outsideHeight float64
offscreenWidth int
offscreenHeight int
m sync.Mutex
}
func newContextImpl(context Context) *contextImpl {
return &contextImpl{
context: context,
}
}
func (c *contextImpl) updateFrame(deviceScaleFactor float64) error {
// TODO: If updateCount is 0 and vsync is disabled, swapping buffers can be skipped.
return c.updateFrameImpl(clock.Update(theGlobalState.maxTPS()), deviceScaleFactor)
}
func (c *contextImpl) forceUpdateFrame(deviceScaleFactor float64) error {
return c.updateFrameImpl(1, deviceScaleFactor)
}
func (c *contextImpl) updateFrameImpl(updateCount int, deviceScaleFactor float64) error {
if err := theGlobalState.err(); err != nil {
return err
}
// ForceUpdate can be invoked even if the context is not initialized yet (#1591).
if w, h := c.updateOffscreenSize(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.context.UpdateGame(); err != nil {
return err
}
Get().resetForTick()
}
// Draw the game.
screenScale, offsetX, offsetY := c.screenScaleAndOffsets(deviceScaleFactor)
if err := c.context.DrawGame(screenScale, offsetX, offsetY); 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) updateOffscreenSize(deviceScaleFactor float64) (int, int) {
c.m.Lock()
defer c.m.Unlock()
w, h := c.context.UpdateOffscreen(c.outsideWidth, c.outsideHeight, deviceScaleFactor)
c.offscreenWidth = w
c.offscreenHeight = h
return w, h
}
func (c *contextImpl) layout(outsideWidth, outsideHeight float64) {
// 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
}
c.m.Lock()
defer c.m.Unlock()
c.outsideWidth = outsideWidth
c.outsideHeight = outsideHeight
}
func (c *contextImpl) adjustPosition(x, y float64, deviceScaleFactor float64) (float64, float64) {
s, ox, oy := c.screenScaleAndOffsets(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
}
func (c *contextImpl) screenScaleAndOffsets(deviceScaleFactor float64) (float64, float64, float64) {
c.m.Lock()
defer c.m.Unlock()
if c.offscreenWidth == 0 || c.offscreenHeight == 0 {
return 0, 0, 0
}
scaleX := c.outsideWidth / float64(c.offscreenWidth) * deviceScaleFactor
scaleY := c.outsideHeight / float64(c.offscreenHeight) * deviceScaleFactor
scale := math.Min(scaleX, scaleY)
width := float64(c.offscreenWidth) * scale
height := float64(c.offscreenHeight) * scale
x := (c.outsideWidth*deviceScaleFactor - width) / 2
y := (c.outsideHeight*deviceScaleFactor - height) / 2
return scale, x, y
}
var theGlobalState = globalState{
currentMaxTPS: DefaultTPS,
}
// globalState represents a global state in this package.
// This is available even before the game loop starts.
type globalState struct {
currentErr atomic.Value
currentFPSMode int32
currentMaxTPS int32
}
func (g *globalState) err() error {
err, ok := g.currentErr.Load().(error)
if !ok {
return nil
}
return err
}
func (g *globalState) setError(err error) {
g.currentErr.Store(err)
}
func (g *globalState) fpsMode() FPSModeType {
return FPSModeType(atomic.LoadInt32(&g.currentFPSMode))
}
func (g *globalState) setFPSMode(fpsMode FPSModeType) {
atomic.StoreInt32(&g.currentFPSMode, int32(fpsMode))
}
func (g *globalState) maxTPS() int {
if g.fpsMode() == FPSModeVsyncOffMinimum {
return clock.SyncWithFPS
}
return int(atomic.LoadInt32(&g.currentMaxTPS))
}
func (g *globalState) setMaxTPS(tps int) {
if tps < 0 && tps != clock.SyncWithFPS {
panic("ebiten: tps must be >= 0 or SyncWithFPS")
}
atomic.StoreInt32(&g.currentMaxTPS, int32(tps))
}
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)
}