ebiten/gameforui.go
2023-11-08 01:19:24 +09:00

193 lines
5.1 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"
"image"
"math"
"sync/atomic"
"github.com/hajimehoshi/ebiten/v2/internal/atlas"
"github.com/hajimehoshi/ebiten/v2/internal/ui"
)
const screenShaderSrc = `//kage:unit pixels
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
// Blend source colors in a square region, which size is 1/scale.
scale := imageDstSize()/imageSrc0Size()
pos := srcPos
p0 := pos - 1/2.0/scale
p1 := pos + 1/2.0/scale
// Texels must be in the source rect, so it is not necessary to check.
c0 := imageSrc0UnsafeAt(p0)
c1 := imageSrc0UnsafeAt(vec2(p1.x, p0.y))
c2 := imageSrc0UnsafeAt(vec2(p0.x, p1.y))
c3 := imageSrc0UnsafeAt(p1)
// 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).
rate := clamp(fract(p1)*scale, 0, 1)
return mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)
}
`
var screenFilterEnabled = int32(1)
func isScreenFilterEnabled() bool {
return atomic.LoadInt32(&screenFilterEnabled) != 0
}
func setScreenFilterEnabled(enabled bool) {
v := int32(0)
if enabled {
v = 1
}
atomic.StoreInt32(&screenFilterEnabled, v)
}
type gameForUI struct {
game Game
offscreen *Image
screen *Image
screenShader *Shader
imageDumper imageDumper
transparent bool
}
func newGameForUI(game Game, transparent bool) *gameForUI {
g := &gameForUI{
game: game,
transparent: transparent,
}
s, err := NewShader([]byte(screenShaderSrc))
if err != nil {
panic(fmt.Sprintf("ebiten: compiling the screen shader failed: %v", err))
}
g.screenShader = s
return g
}
func (g *gameForUI) NewOffscreenImage(width, height int) *ui.Image {
if g.offscreen != nil {
g.offscreen.Deallocate()
g.offscreen = nil
}
// Keep the offscreen an unmanaged image that is always isolated from an atlas (#1938).
// The shader program for the screen is special and doesn't work well with an image on an atlas.
// An image on an atlas is surrounded by a transparent edge,
// and the shader program unexpectedly picks the pixel on the edges.
imageType := atlas.ImageTypeUnmanaged
if ui.Get().IsScreenClearedEveryFrame() {
// A violatile image is also always isolated.
imageType = atlas.ImageTypeVolatile
}
g.offscreen = newImage(image.Rect(0, 0, width, height), imageType)
return g.offscreen.image
}
func (g *gameForUI) NewScreenImage(width, height int) *ui.Image {
if g.screen != nil {
g.screen.Deallocate()
g.screen = nil
}
g.screen = newImage(image.Rect(0, 0, width, height), atlas.ImageTypeScreen)
return g.screen.image
}
func (g *gameForUI) HandleEvent(event any) {
if h, ok := g.game.(EventHandler); ok {
h.HandleEvent(event)
}
}
func (g *gameForUI) Layout(outsideWidth, outsideHeight float64) (float64, float64) {
if l, ok := g.game.(LayoutFer); ok {
return l.LayoutF(outsideWidth, outsideHeight)
}
// Even if the original value is less than 1, the value must be a positive integer (#2340).
// This is for a simple implementation of Layout, which returns the argument values without modifications.
// TODO: Remove this hack when Game.Layout takes floats instead of integers.
if outsideWidth < 1 {
outsideWidth = 1
}
if outsideHeight < 1 {
outsideHeight = 1
}
// TODO: Add a new Layout function taking float values (#2285).
sw, sh := g.game.Layout(int(outsideWidth), int(outsideHeight))
return float64(sw), float64(sh)
}
func (g *gameForUI) UpdateInputState(fn func(*ui.InputState)) {
theInputState.update(fn)
}
func (g *gameForUI) Update() error {
if err := g.game.Update(); err != nil {
return err
}
if err := g.imageDumper.update(); err != nil {
return err
}
return nil
}
func (g *gameForUI) DrawOffscreen() error {
g.game.Draw(g.offscreen)
if err := g.imageDumper.dump(g.offscreen, g.transparent); err != nil {
return err
}
return nil
}
func (g *gameForUI) DrawFinalScreen(scale, offsetX, offsetY float64) {
var geoM GeoM
geoM.Scale(scale, scale)
geoM.Translate(offsetX, offsetY)
if d, ok := g.game.(FinalScreenDrawer); ok {
d.DrawFinalScreen(g.screen, g.offscreen, geoM)
return
}
switch {
case !isScreenFilterEnabled(), math.Floor(scale) == scale:
op := &DrawImageOptions{}
op.GeoM = geoM
g.screen.DrawImage(g.offscreen, op)
case scale < 1:
op := &DrawImageOptions{}
op.GeoM = geoM
op.Filter = FilterLinear
g.screen.DrawImage(g.offscreen, op)
default:
op := &DrawRectShaderOptions{}
op.Images[0] = g.offscreen
op.GeoM = geoM
w, h := g.offscreen.Bounds().Dx(), g.offscreen.Bounds().Dy()
g.screen.DrawRectShader(w, h, g.screenShader, op)
}
}