ebiten/uicontext.go
Hajime Hoshi bda11b0e17 driver: Add UI.SetWindowSize and UIContext.Layout
This is a preparation to introduce RunGame function.

Updates # 943 (Fix this line before committing)
2019-12-15 02:29:43 +09:00

194 lines
5.2 KiB
Go

// Copyright 2014 Hajime Hoshi
//
// 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 ebiten
import (
"fmt"
"math"
"sync"
"github.com/hajimehoshi/ebiten/internal/buffered"
"github.com/hajimehoshi/ebiten/internal/clock"
"github.com/hajimehoshi/ebiten/internal/driver"
"github.com/hajimehoshi/ebiten/internal/graphicscommand"
"github.com/hajimehoshi/ebiten/internal/hooks"
"github.com/hajimehoshi/ebiten/internal/shareable"
)
func init() {
shareable.SetGraphicsDriver(graphicsDriver())
graphicscommand.SetGraphicsDriver(graphicsDriver())
}
func newUIContext(f func(*Image) error, width, height int, scaleForWindow float64) *uiContext {
return &uiContext{
f: f,
screenWidth: width,
screenHeight: height,
scaleForWindow: scaleForWindow,
}
}
type uiContext struct {
f func(*Image) error
offscreen *Image
screen *Image
screenWidth int
screenHeight int
screenScale float64
scaleForWindow float64
offsetX float64
offsetY float64
reqWidth int
reqHeight int
m sync.Mutex
}
var theUIContext *uiContext
func (c *uiContext) resolveSize() (int, int) {
c.m.Lock()
defer c.m.Unlock()
if c.reqWidth != 0 || c.reqHeight != 0 {
c.screenWidth = c.reqWidth
c.screenHeight = c.reqHeight
c.reqWidth = 0
c.reqHeight = 0
}
if c.offscreen != nil {
if w, h := c.offscreen.Size(); w != c.screenWidth || h != c.screenHeight {
// The offscreen might still be used somewhere. Do not Dispose it. Finalizer will do that.
c.offscreen = nil
}
}
if c.offscreen == nil {
c.offscreen = newImage(c.screenWidth, c.screenHeight, FilterDefault, true)
}
return c.screenWidth, c.screenHeight
}
func (c *uiContext) size() (int, int) {
return c.resolveSize()
}
func (c *uiContext) setScaleForWindow(scale float64) {
c.scaleForWindow = scale
}
func (c *uiContext) getScaleForWindow() float64 {
return c.scaleForWindow
}
func (c *uiContext) SetScreenSize(width, height int) {
c.m.Lock()
defer c.m.Unlock()
// TODO: Use the interface Game's Layout and then update screenWidth and screenHeight, then this function
// is no longer needed.
c.reqWidth = width
c.reqHeight = height
}
func (c *uiContext) Layout(outsideWidth, outsideHeight float64) {
if c.screen != nil {
_ = c.screen.Dispose()
c.screen = nil
}
// TODO: This is duplicated with mobile/ebitenmobileview/funcs.go. Refactor this.
d := uiDriver().DeviceScaleFactor()
c.screen = newScreenFramebufferImage(int(outsideWidth*d), int(outsideHeight*d))
sw, sh := c.resolveSize()
scaleX := float64(outsideWidth) / float64(sw) * d
scaleY := float64(outsideHeight) / float64(sh) * d
c.screenScale = math.Min(scaleX, scaleY)
if uiDriver().CanHaveWindow() && !uiDriver().IsFullscreen() {
// When the UI driver cannot have a window, scaleForWindow is updated only via setScaleFowWindow.
c.scaleForWindow = c.screenScale / d
}
width := float64(sw) * c.screenScale
height := float64(sh) * c.screenScale
c.offsetX = (float64(outsideWidth)*d - width) / 2
c.offsetY = (float64(outsideHeight)*d - height) / 2
}
func (c *uiContext) Update(afterFrameUpdate func()) error {
updateCount := clock.Update(MaxTPS())
// TODO: If updateCount is 0 and vsync is disabled, swapping buffers can be skipped.
if err := buffered.BeginFrame(); err != nil {
return err
}
for i := 0; i < updateCount; i++ {
// Mipmap images should be disposed by Clear.
c.offscreen.Clear()
setDrawingSkipped(i < updateCount-1)
if err := hooks.RunBeforeUpdateHooks(); err != nil {
return err
}
if err := c.f(c.offscreen); err != nil {
return err
}
uiDriver().Input().ResetForFrame()
afterFrameUpdate()
}
// This clear is needed for fullscreen mode or some mobile platforms (#622).
c.screen.Clear()
op := &DrawImageOptions{}
switch vd := graphicsDriver().VDirection(); vd {
case driver.VDownward:
// c.screen is special: its Y axis is down to up,
// and the origin point is lower left.
op.GeoM.Scale(c.screenScale, -c.screenScale)
op.GeoM.Translate(0, float64(c.screenHeight)*c.screenScale)
case driver.VUpward:
op.GeoM.Scale(c.screenScale, c.screenScale)
default:
panic(fmt.Sprintf("ebiten: invalid v-direction: %d", vd))
}
op.GeoM.Translate(c.offsetX, c.offsetY)
op.CompositeMode = CompositeModeCopy
// filterScreen works with >=1 scale, but does not well with <1 scale.
// Use regular FilterLinear instead so far (#669).
if c.screenScale >= 1 {
op.Filter = filterScreen
} else {
op.Filter = FilterLinear
}
_ = c.screen.DrawImage(c.offscreen, op)
if err := buffered.EndFrame(); err != nil {
return err
}
return nil
}
func (c *uiContext) AdjustPosition(x, y float64) (float64, float64) {
d := uiDriver().DeviceScaleFactor()
return (x*d - c.offsetX) / c.screenScale, (y*d - c.offsetY) / c.screenScale
}