mirror of
https://github.com/hajimehoshi/ebiten.git
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c5867c3357
Updates #2340
451 lines
12 KiB
Go
451 lines
12 KiB
Go
// Copyright 2022 The Ebiten Authors
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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 ui
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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/affine"
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"github.com/hajimehoshi/ebiten/v2/internal/atlas"
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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/graphics"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/hooks"
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)
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const screenShader = `package main
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var Scale vec2
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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sourceSize := imageSrcTextureSize()
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// texelSize is one pixel size in texel sizes.
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texelSize := 1 / sourceSize
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halfScaledTexelSize := texelSize / 2 / Scale
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// Shift 1/512 [texel] to avoid the tie-breaking issue.
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// As all the vertex positions are aligned to 1/16 [pixel], this shiting should work in most cases.
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pos := texCoord
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p0 := pos - halfScaledTexelSize + (texelSize / 512)
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p1 := pos + halfScaledTexelSize + (texelSize / 512)
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// Texels must be in the source rect, so it is not necessary to check.
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c0 := imageSrc0UnsafeAt(p0)
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c1 := imageSrc0UnsafeAt(vec2(p1.x, p0.y))
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c2 := imageSrc0UnsafeAt(vec2(p0.x, p1.y))
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c3 := imageSrc0UnsafeAt(p1)
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// p is the p1 value in one pixel assuming that the pixel's upper-left is (0, 0) and the lower-right is (1, 1).
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p := fract(p1 * sourceSize)
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// rate indicates how much the 4 colors are mixed. rate is in between [0, 1].
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//
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// 0 <= p <= 1/Scale: The rate is in between [0, 1]
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// 1/Scale < p: Don't care. Adjacent colors (e.g. c0 vs c1 in an X direction) should be the same.
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rate := clamp(p*Scale, 0, 1)
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return mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)
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}
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`
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type Game interface {
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NewOffscreenImage(width, height int) *Image
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Layout(outsideWidth, outsideHeight int) (int, int)
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Update() error
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Draw()
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}
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type context struct {
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game Game
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updateCalled bool
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offscreen *Image
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screen *Image
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// The following members must be protected by the mutex m.
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outsideWidth float64
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outsideHeight float64
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screenShader *Shader
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m sync.Mutex
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}
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func newContext(game Game) *context {
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return &context{
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game: game,
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}
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}
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func (c *context) updateFrame(graphicsDriver graphicsdriver.Graphics, outsideWidth, outsideHeight float64, deviceScaleFactor float64) error {
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// TODO: If updateCount is 0 and vsync is disabled, swapping buffers can be skipped.
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return c.updateFrameImpl(graphicsDriver, clock.UpdateFrame(), outsideWidth, outsideHeight, deviceScaleFactor)
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}
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func (c *context) forceUpdateFrame(graphicsDriver graphicsdriver.Graphics, outsideWidth, outsideHeight float64, deviceScaleFactor float64) error {
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n := 1
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if graphicsDriver.IsDirectX() {
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// On DirectX, both framebuffers in the swap chain should be updated.
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// Or, the rendering result becomes unexpected when the window is resized.
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n = 2
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}
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for i := 0; i < n; i++ {
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if err := c.updateFrameImpl(graphicsDriver, 1, outsideWidth, outsideHeight, deviceScaleFactor); err != nil {
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return err
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}
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}
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return nil
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}
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func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, updateCount int, outsideWidth, outsideHeight float64, deviceScaleFactor float64) (err error) {
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if err := theGlobalState.error(); err != nil {
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return err
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}
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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 nil
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}
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debug.Logf("----\n")
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if err := buffered.BeginFrame(graphicsDriver); err != nil {
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return err
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}
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defer func() {
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// All the vertices data are consumed at the end of the frame, and the data backend can be
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// available after that. Until then, lock the vertices backend.
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err1 := graphics.LockAndResetVertices(func() error {
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if err := buffered.EndFrame(graphicsDriver); 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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if err == nil {
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err = err1
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}
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}()
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// Create a shader for the screen if necessary.
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if c.screenShader == nil {
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ir, err := graphics.CompileShader([]byte(screenShader))
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if err != nil {
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return err
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}
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c.screenShader = NewShader(ir)
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}
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// ForceUpdate can be invoked even if the context is not initialized yet (#1591).
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if w, h := c.layoutGame(outsideWidth, outsideHeight, deviceScaleFactor); w == 0 || h == 0 {
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return nil
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}
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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("Update count per frame: %d\n", updateCount)
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// Update the game.
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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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// Catch the error that happened at (*Image).At.
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if err := theGlobalState.error(); err != nil {
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return err
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}
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theUI.resetForTick()
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}
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// Draw the game.
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c.drawGame(graphicsDriver)
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// All the vertices data are consumed at the end of the frame, and the data backend can be
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// available after that. Until then, lock the vertices backend.
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return nil
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}
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func (c *context) drawGame(graphicsDriver graphicsdriver.Graphics) {
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if c.offscreen.volatile != theGlobalState.isScreenClearedEveryFrame() {
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w, h := c.offscreen.width, c.offscreen.height
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c.offscreen.MarkDisposed()
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c.offscreen = c.game.NewOffscreenImage(w, h)
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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 theGlobalState.isScreenClearedEveryFrame() {
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c.offscreen.clear()
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}
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c.game.Draw()
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if graphicsDriver.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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ga := 1.0
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gd := 1.0
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gtx := 0.0
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gty := 0.0
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screenScale, offsetX, offsetY := c.screenScaleAndOffsets()
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s := screenScale
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switch y := graphicsDriver.FramebufferYDirection(); y {
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case graphicsdriver.Upward:
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ga *= s
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gd *= -s
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gty += float64(c.offscreen.height) * s
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case graphicsdriver.Downward:
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ga *= s
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gd *= s
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default:
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panic(fmt.Sprintf("ui: invalid y-direction: %d", y))
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}
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gtx += offsetX
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gty += offsetY
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var filter graphicsdriver.Filter
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var screenFilter bool
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switch {
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case !theGlobalState.isScreenFilterEnabled():
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filter = graphicsdriver.FilterNearest
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case math.Floor(s) == s:
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filter = graphicsdriver.FilterNearest
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case s > 1:
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screenFilter = true
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default:
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// screenShader 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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filter = graphicsdriver.FilterLinear
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}
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dstRegion := graphicsdriver.Region{
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X: 0,
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Y: 0,
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Width: float32(c.screen.width),
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Height: float32(c.screen.height),
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}
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vs := graphics.QuadVertices(
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0, 0, float32(c.offscreen.width), float32(c.offscreen.height),
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float32(ga), 0, 0, float32(gd), float32(gtx), float32(gty),
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1, 1, 1, 1)
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is := graphics.QuadIndices()
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srcs := [graphics.ShaderImageCount]*Image{c.offscreen}
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var shader *Shader
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var uniforms [][]float32
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if screenFilter {
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shader = c.screenShader
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dstWidth, dstHeight := c.screen.width, c.screen.height
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srcWidth, srcHeight := c.offscreen.width, c.offscreen.height
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uniforms = shader.ConvertUniforms(map[string]interface{}{
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"Scale": []float32{
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float32(dstWidth) / float32(srcWidth),
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float32(dstHeight) / float32(srcHeight),
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},
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})
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}
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c.screen.DrawTriangles(srcs, vs, is, affine.ColorMIdentity{}, graphicsdriver.CompositeModeCopy, filter, graphicsdriver.AddressUnsafe, dstRegion, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, shader, uniforms, false, true)
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}
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func (c *context) layoutGame(outsideWidth, outsideHeight float64, deviceScaleFactor float64) (int, int) {
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c.m.Lock()
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defer c.m.Unlock()
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c.outsideWidth = outsideWidth
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c.outsideHeight = outsideHeight
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// Adjust the outside size to integer values.
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// Even if the original value is less than 1, the value must be a positive integer (#2340).
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iow, ioh := int(outsideWidth), int(outsideHeight)
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if iow == 0 {
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iow = 1
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}
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if ioh == 0 {
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ioh = 1
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}
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ow, oh := c.game.Layout(iow, ioh)
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if ow <= 0 || oh <= 0 {
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panic("ui: 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 c.screen.width != sw || c.screen.height != sh {
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c.screen.MarkDisposed()
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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 = NewImage(sw, sh, atlas.ImageTypeScreen)
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}
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if c.offscreen != nil {
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if c.offscreen.width != ow || c.offscreen.height != oh {
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c.offscreen.MarkDisposed()
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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 = c.game.NewOffscreenImage(ow, oh)
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}
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return ow, oh
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}
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func (c *context) adjustPosition(x, y float64, deviceScaleFactor float64) (float64, float64) {
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s, ox, oy := c.screenScaleAndOffsets()
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// The scale 0 indicates that the screen 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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func (c *context) screenScaleAndOffsets() (float64, float64, float64) {
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c.m.Lock()
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defer c.m.Unlock()
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if c.screen == nil {
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return 0, 0, 0
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}
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scaleX := float64(c.screen.width) / float64(c.offscreen.width)
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scaleY := float64(c.screen.height) / float64(c.offscreen.height)
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scale := math.Min(scaleX, scaleY)
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width := float64(c.offscreen.width) * scale
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height := float64(c.offscreen.height) * scale
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x := (float64(c.screen.width) - width) / 2
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y := (float64(c.screen.height) - height) / 2
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return scale, x, y
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}
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var theGlobalState = globalState{
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isScreenClearedEveryFrame_: 1,
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screenFilterEnabled_: 1,
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}
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// globalState represents a global state in this package.
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// This is available even before the game loop starts.
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type globalState struct {
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err_ error
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errM sync.Mutex
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fpsMode_ int32
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isScreenClearedEveryFrame_ int32
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screenFilterEnabled_ int32
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graphicsLibrary_ int32
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}
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func (g *globalState) error() error {
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g.errM.Lock()
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defer g.errM.Unlock()
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return g.err_
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}
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func (g *globalState) setError(err error) {
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g.errM.Lock()
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defer g.errM.Unlock()
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if g.err_ == nil {
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g.err_ = err
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}
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}
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func (g *globalState) fpsMode() FPSModeType {
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return FPSModeType(atomic.LoadInt32(&g.fpsMode_))
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}
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func (g *globalState) setFPSMode(fpsMode FPSModeType) {
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atomic.StoreInt32(&g.fpsMode_, int32(fpsMode))
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}
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func (g *globalState) isScreenClearedEveryFrame() bool {
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return atomic.LoadInt32(&g.isScreenClearedEveryFrame_) != 0
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}
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func (g *globalState) setScreenClearedEveryFrame(cleared bool) {
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v := int32(0)
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if cleared {
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v = 1
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}
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atomic.StoreInt32(&g.isScreenClearedEveryFrame_, v)
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}
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func (g *globalState) isScreenFilterEnabled() bool {
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return graphicsdriver.Filter(atomic.LoadInt32(&g.screenFilterEnabled_)) != 0
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}
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func (g *globalState) setScreenFilterEnabled(enabled bool) {
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v := int32(0)
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if enabled {
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v = 1
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}
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atomic.StoreInt32(&g.screenFilterEnabled_, v)
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}
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func (g *globalState) setGraphicsLibrary(library GraphicsLibrary) {
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atomic.StoreInt32(&g.graphicsLibrary_, int32(library))
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}
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func (g *globalState) graphicsLibrary() GraphicsLibrary {
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return GraphicsLibrary(atomic.LoadInt32(&g.graphicsLibrary_))
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}
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func FPSMode() FPSModeType {
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return theGlobalState.fpsMode()
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}
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func SetFPSMode(fpsMode FPSModeType) {
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theGlobalState.setFPSMode(fpsMode)
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theUI.SetFPSMode(fpsMode)
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}
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func IsScreenClearedEveryFrame() bool {
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return theGlobalState.isScreenClearedEveryFrame()
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}
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func SetScreenClearedEveryFrame(cleared bool) {
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theGlobalState.setScreenClearedEveryFrame(cleared)
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}
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func IsScreenFilterEnabled() bool {
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return theGlobalState.isScreenFilterEnabled()
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}
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func SetScreenFilterEnabled(enabled bool) {
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theGlobalState.setScreenFilterEnabled(enabled)
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}
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func GetGraphicsLibrary() GraphicsLibrary {
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return theGlobalState.graphicsLibrary()
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}
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