ebiten/internal/ui/context.go

364 lines
10 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"
"time"
"github.com/hajimehoshi/ebiten/v2/internal/atlas"
"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/hook"
)
var (
NearestFilterShader = &Shader{shader: atlas.NearestFilterShader}
LinearFilterShader = &Shader{shader: atlas.LinearFilterShader}
)
type Game interface {
NewOffscreenImage(width, height int) *Image
NewScreenImage(width, height int) *Image
Layout(outsideWidth, outsideHeight float64) (screenWidth, screenHeight float64)
UpdateInputState(fn func(*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
lastSwapBufferTime time.Time
skipCount int
funcsInFrameCh chan func()
}
func newContext(game Game) *context {
return &context{
game: game,
funcsInFrameCh: make(chan func()),
}
}
func (c *context) updateFrame(graphicsDriver graphicsdriver.Graphics, outsideWidth, outsideHeight float64, deviceScaleFactor float64, ui *UserInterface) error {
// TODO: If updateCount is 0 and vsync is disabled, swapping buffers can be skipped.
needsSwapBuffers, err := c.updateFrameImpl(graphicsDriver, clock.UpdateFrame(), outsideWidth, outsideHeight, deviceScaleFactor, ui, false)
if err != nil {
return err
}
if err := c.swapBuffersOrWait(needsSwapBuffers, graphicsDriver, ui.FPSMode() == FPSModeVsyncOn); err != nil {
return err
}
return nil
}
func (c *context) forceUpdateFrame(graphicsDriver graphicsdriver.Graphics, outsideWidth, outsideHeight float64, deviceScaleFactor float64, ui *UserInterface) error {
n := 1
if ui.GraphicsLibrary() == GraphicsLibraryDirectX {
// 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++ {
needsSwapBuffers, err := c.updateFrameImpl(graphicsDriver, 1, outsideWidth, outsideHeight, deviceScaleFactor, ui, true)
if err != nil {
return err
}
if err := c.swapBuffersOrWait(needsSwapBuffers, graphicsDriver, ui.FPSMode() == FPSModeVsyncOn); err != nil {
return err
}
}
return nil
}
func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, updateCount int, outsideWidth, outsideHeight float64, deviceScaleFactor float64, ui *UserInterface, forceDraw bool) (needsSwapBuffers bool, err error) {
// 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 false, nil
}
debug.FrameLogf("----\n")
if err := atlas.BeginFrame(graphicsDriver); err != nil {
return false, err
}
defer func() {
if err1 := atlas.EndFrame(); err1 != nil && err == nil {
needsSwapBuffers = false
err = err1
return
}
}()
// Flush deferred functions, like reading pixels from GPU.
if err := c.processFuncsInFrame(ui); err != nil {
return false, err
}
// 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 false, nil
}
// Update the input state after the layout is updated as a cursor position is affected by the layout.
if err := ui.updateInputState(); err != nil {
return false, 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.FrameLogf("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).
c.game.UpdateInputState(func(inputState *InputState) {
ui.readInputState(inputState)
})
if err := hook.RunBeforeUpdateHooks(); err != nil {
return false, err
}
if err := c.game.Update(); err != nil {
return false, err
}
// Catch the error that happened at (*Image).At.
if err := ui.error(); err != nil {
return false, err
}
ui.tick.Add(1)
}
// 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).
if err := ui.updateIconIfNeeded(); err != nil {
return false, err
}
// Draw the game.
return c.drawGame(graphicsDriver, ui, forceDraw)
}
func (c *context) swapBuffersOrWait(needsSwapBuffers bool, graphicsDriver graphicsdriver.Graphics, vsyncEnabled bool) error {
now := time.Now()
defer func() {
c.lastSwapBufferTime = now
}()
if needsSwapBuffers {
if err := atlas.SwapBuffers(graphicsDriver); err != nil {
return err
}
}
var waitTime time.Duration
if !needsSwapBuffers {
// When swapping buffers is skipped and Draw is called too early, sleep for a while to suppress CPU usages (#2890).
waitTime = time.Second / 60
} else if vsyncEnabled {
// In some environments, e.g. Linux on Parallels, SwapBuffers doesn't wait for the vsync (#2952).
// In the case when the display has high refresh rates like 240 [Hz], the wait time should be small.
waitTime = time.Millisecond
}
if waitTime > 0 {
if delta := waitTime - now.Sub(c.lastSwapBufferTime); delta > 0 {
println(waitTime.String(), now.Sub(c.lastSwapBufferTime).String())
time.Sleep(delta)
}
}
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, ui *UserInterface, forceDraw bool) (needSwapBuffers bool, err error) {
if (c.offscreen.imageType == atlas.ImageTypeVolatile) != ui.IsScreenClearedEveryFrame() {
w, h := c.offscreen.width, c.offscreen.height
c.offscreen.Deallocate()
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 ui.IsScreenClearedEveryFrame() {
c.offscreen.clear()
}
if err := c.game.DrawOffscreen(); err != nil {
return false, err
}
const maxSkipCount = 4
if !forceDraw && !c.isOffscreenModified {
if c.skipCount < maxSkipCount {
c.skipCount++
}
} else {
c.skipCount = 0
}
if c.skipCount >= maxSkipCount {
return false, nil
}
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 true, 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")
}
screenWidth := outsideWidth * deviceScaleFactor
screenHeight := outsideHeight * deviceScaleFactor
if c.screenWidth != screenWidth || c.screenHeight != screenHeight {
c.skipCount = 0
}
c.screenWidth = screenWidth
c.screenHeight = screenHeight
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 && (c.screen.width != sw || c.screen.height != sh) {
c.screen.Deallocate()
c.screen = nil
}
if c.screen == nil {
c.screen = c.game.NewScreenImage(sw, sh)
}
if c.offscreen != nil && (c.offscreen.width != ow || c.offscreen.height != oh) {
c.offscreen.Deallocate()
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) logicalPositionToClientPosition(x, y float64, deviceScaleFactor float64) (float64, float64) {
s, ox, oy := c.screenScaleAndOffsets()
return (x*s + ox) / deviceScaleFactor, (y*s + oy) / deviceScaleFactor
}
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
}
func (u *UserInterface) LogicalPositionToClientPositionInNativePixels(x, y float64) (float64, float64) {
s := u.Monitor().DeviceScaleFactor()
x, y = u.context.logicalPositionToClientPosition(x, y, s)
x = dipToNativePixels(x, s)
y = dipToNativePixels(y, s)
return x, y
}
func (c *context) runInFrame(f func()) {
ch := make(chan struct{})
c.funcsInFrameCh <- func() {
defer close(ch)
f()
}
<-ch
}
func (c *context) processFuncsInFrame(ui *UserInterface) error {
var processed bool
for {
select {
case f := <-c.funcsInFrameCh:
f()
processed = true
default:
if processed {
// Catch the error that happened at (*Image).At.
if err := ui.error(); err != nil {
return err
}
}
return nil
}
}
}