ebiten/internal/ui/context.go
2022-10-16 19:47:00 +09:00

315 lines
8.7 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"
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"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 int) (int, int)
Update() error
DrawOffscreen() error
DrawScreen()
ScreenScaleAndOffsets() (scale, offsetX, offsetY float64)
}
type context struct {
game Game
updateCalled bool
offscreen *Image
screen *Image
// The following members must be protected by the mutex m.
outsideWidth float64
outsideHeight float64
}
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)
}
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); err != nil {
return err
}
}
return nil
}
func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, updateCount int, outsideWidth, outsideHeight float64, deviceScaleFactor float64, ui *userInterfaceImpl) (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() {
// 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.
err1 := graphics.LockAndResetVertices(func() error {
if err := buffered.EndFrame(graphicsDriver); err != nil {
return err
}
return nil
})
if err == 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++ {
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()
}
// Draw the game.
if err := c.drawGame(graphicsDriver); 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 nil
}
func (c *context) drawGame(graphicsDriver graphicsdriver.Graphics) error {
if c.offscreen.volatile != theGlobalState.isScreenClearedEveryFrame() {
w, h := c.offscreen.width, c.offscreen.height
c.offscreen.MarkDisposed()
c.offscreen = c.game.NewOffscreenImage(w, h)
}
// 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
}
if graphicsDriver.NeedsClearingScreen() {
// This clear is needed for fullscreen mode or some mobile platforms (#622).
c.screen.clear()
}
c.game.DrawScreen()
// 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) {
c.outsideWidth = outsideWidth
c.outsideHeight = outsideHeight
// Adjust the outside size to integer values.
// Even if the original value is less than 1, the value must be a positive integer (#2340).
iow, ioh := int(outsideWidth), int(outsideHeight)
if iow == 0 {
iow = 1
}
if ioh == 0 {
ioh = 1
}
ow, oh := c.game.Layout(iow, ioh)
if ow <= 0 || oh <= 0 {
panic("ui: Layout must return positive numbers")
}
sw, sh := int(outsideWidth*deviceScaleFactor), int(outsideHeight*deviceScaleFactor)
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.game.NewOffscreenImage(ow, oh)
}
return ow, oh
}
func (c *context) adjustPosition(x, y float64, deviceScaleFactor float64) (float64, float64) {
s, ox, oy := c.game.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
}
var theGlobalState = globalState{
isScreenClearedEveryFrame_: 1,
}
// globalState represents a global state in this package.
// This is available even before the game loop starts.
type globalState struct {
err_ error
errM sync.Mutex
fpsMode_ int32
isScreenClearedEveryFrame_ int32
graphicsLibrary_ int32
}
func (g *globalState) error() error {
g.errM.Lock()
defer g.errM.Unlock()
return g.err_
}
func (g *globalState) setError(err error) {
g.errM.Lock()
defer g.errM.Unlock()
if g.err_ == nil {
g.err_ = err
}
}
func (g *globalState) fpsMode() FPSModeType {
return FPSModeType(atomic.LoadInt32(&g.fpsMode_))
}
func (g *globalState) setFPSMode(fpsMode FPSModeType) {
atomic.StoreInt32(&g.fpsMode_, int32(fpsMode))
}
func (g *globalState) isScreenClearedEveryFrame() bool {
return atomic.LoadInt32(&g.isScreenClearedEveryFrame_) != 0
}
func (g *globalState) setScreenClearedEveryFrame(cleared bool) {
v := int32(0)
if cleared {
v = 1
}
atomic.StoreInt32(&g.isScreenClearedEveryFrame_, v)
}
func (g *globalState) setGraphicsLibrary(library GraphicsLibrary) {
atomic.StoreInt32(&g.graphicsLibrary_, int32(library))
}
func (g *globalState) graphicsLibrary() GraphicsLibrary {
return GraphicsLibrary(atomic.LoadInt32(&g.graphicsLibrary_))
}
func FPSMode() FPSModeType {
return theGlobalState.fpsMode()
}
func SetFPSMode(fpsMode FPSModeType) {
theGlobalState.setFPSMode(fpsMode)
theUI.SetFPSMode(fpsMode)
}
func IsScreenClearedEveryFrame() bool {
return theGlobalState.isScreenClearedEveryFrame()
}
func SetScreenClearedEveryFrame(cleared bool) {
theGlobalState.setScreenClearedEveryFrame(cleared)
}
func GetGraphicsLibrary() GraphicsLibrary {
return theGlobalState.graphicsLibrary()
}