mirror of
https://github.com/hajimehoshi/ebiten.git
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e78f34aa26
This is a preparation for a refactoring. Image will be a proxy to pass a graphics driver to the lower layer.
124 lines
3.4 KiB
Go
124 lines
3.4 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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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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)
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type gameForUI struct {
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game Game
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offscreen *Image
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screen *Image
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}
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func newGameForUI(game Game) *gameForUI {
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return &gameForUI{
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game: game,
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}
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}
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func (c *gameForUI) Layout(outsideWidth, outsideHeight float64, deviceScaleFactor float64) (int, int) {
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ow, oh := c.game.Layout(int(outsideWidth), int(outsideHeight))
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if ow <= 0 || oh <= 0 {
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panic("ebiten: Layout must return positive numbers")
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}
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sw, sh := int(outsideWidth*deviceScaleFactor), int(outsideHeight*deviceScaleFactor)
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if c.screen != nil {
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if w, h := c.screen.Size(); w != sw || h != sh {
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c.screen.Dispose()
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c.screen = nil
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}
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}
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if c.screen == nil {
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c.screen = newScreenFramebufferImage(sw, sh)
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}
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if c.offscreen != nil {
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if w, h := c.offscreen.Size(); w != ow || h != oh {
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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(ow, oh)
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// Keep the offscreen an independent image from an atlas (#1938).
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// The shader program for the screen is special and doesn't work well with an image on an atlas.
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// An image on an atlas is surrounded by a transparent edge,
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// and the shader program unexpectedly picks the pixel on the edges.
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c.offscreen.image.SetIndependent(true)
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}
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return ow, oh
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}
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func (c *gameForUI) Update() error {
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return c.game.Update()
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}
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func (c *gameForUI) Draw(screenScale float64, offsetX, offsetY float64, needsClearingScreen bool, framebufferYDirection graphicsdriver.YDirection, clearScreenEveryFrame, filterEnabled bool) error {
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c.offscreen.image.SetVolatile(clearScreenEveryFrame)
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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 clearScreenEveryFrame {
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c.offscreen.Clear()
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}
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c.game.Draw(c.offscreen)
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if needsClearingScreen {
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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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}
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op := &DrawImageOptions{}
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s := screenScale
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switch framebufferYDirection {
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case graphicsdriver.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 graphicsdriver.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", framebufferYDirection))
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}
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op.GeoM.Translate(offsetX, offsetY)
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op.CompositeMode = CompositeModeCopy
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switch {
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case !filterEnabled:
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op.Filter = FilterNearest
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case math.Floor(s) == s:
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op.Filter = FilterNearest
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case s > 1:
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op.Filter = filterScreen
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default:
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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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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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