vendor dependencies, make some changes to how input is done
This commit is contained in:
+331
@@ -0,0 +1,331 @@
|
||||
// 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"
|
||||
"time"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/atlas"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/clock"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/debug"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/hook"
|
||||
)
|
||||
|
||||
var (
|
||||
NearestFilterShader = &Shader{shader: atlas.NearestFilterShader}
|
||||
LinearFilterShader = &Shader{shader: atlas.LinearFilterShader}
|
||||
)
|
||||
|
||||
type Game interface {
|
||||
NewOffscreenImage(width, height int) *Image
|
||||
NewScreenImage(width, height int) *Image
|
||||
Layout(outsideWidth, outsideHeight float64) (screenWidth, screenHeight float64)
|
||||
UpdateInputState(fn func(*InputState))
|
||||
Update() error
|
||||
DrawOffscreen() error
|
||||
DrawFinalScreen(scale, offsetX, offsetY float64)
|
||||
}
|
||||
|
||||
type context struct {
|
||||
game Game
|
||||
|
||||
updateCalled bool
|
||||
|
||||
offscreen *Image
|
||||
screen *Image
|
||||
|
||||
screenWidth float64
|
||||
screenHeight float64
|
||||
offscreenWidth float64
|
||||
offscreenHeight float64
|
||||
|
||||
isOffscreenModified bool
|
||||
lastDrawTime time.Time
|
||||
|
||||
skipCount int
|
||||
|
||||
funcsInFrameCh chan func()
|
||||
}
|
||||
|
||||
func newContext(game Game) *context {
|
||||
return &context{
|
||||
game: game,
|
||||
funcsInFrameCh: make(chan func()),
|
||||
}
|
||||
}
|
||||
|
||||
func (c *context) updateFrame(graphicsDriver graphicsdriver.Graphics, outsideWidth, outsideHeight float64, deviceScaleFactor float64, ui *UserInterface) 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, false)
|
||||
}
|
||||
|
||||
func (c *context) forceUpdateFrame(graphicsDriver graphicsdriver.Graphics, outsideWidth, outsideHeight float64, deviceScaleFactor float64, ui *UserInterface) error {
|
||||
n := 1
|
||||
if ui.GraphicsLibrary() == GraphicsLibraryDirectX {
|
||||
// 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, true); err != nil {
|
||||
return err
|
||||
}
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, updateCount int, outsideWidth, outsideHeight float64, deviceScaleFactor float64, ui *UserInterface, forceDraw bool) (err error) {
|
||||
// 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 := atlas.BeginFrame(graphicsDriver); err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
defer func() {
|
||||
if err1 := atlas.EndFrame(); err1 != nil && err == nil {
|
||||
err = err1
|
||||
return
|
||||
}
|
||||
|
||||
if err1 := atlas.SwapBuffers(graphicsDriver); err1 != nil && err == nil {
|
||||
err = err1
|
||||
return
|
||||
}
|
||||
}()
|
||||
|
||||
// Flush deferred functions, like reading pixels from GPU.
|
||||
if err := c.processFuncsInFrame(ui); err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
// 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
|
||||
}
|
||||
|
||||
// Update the input state after the layout is updated as a cursor position is affected by the layout.
|
||||
if err := ui.updateInputState(); err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
// 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++ {
|
||||
// Read the input state and use it for one tick to give a consistent result for one tick (#2496, #2501).
|
||||
c.game.UpdateInputState(func(inputState *InputState) {
|
||||
ui.readInputState(inputState)
|
||||
})
|
||||
|
||||
if err := hook.RunBeforeUpdateHooks(); err != nil {
|
||||
return err
|
||||
}
|
||||
if err := c.game.Update(); err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
// Catch the error that happened at (*Image).At.
|
||||
if err := ui.error(); err != nil {
|
||||
return err
|
||||
}
|
||||
}
|
||||
|
||||
// Update window icons during a frame, since an icon might be *ebiten.Image and
|
||||
// getting pixels from it needs to be in a frame (#1468).
|
||||
if err := ui.updateIconIfNeeded(); err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
// Draw the game.
|
||||
if err := c.drawGame(graphicsDriver, ui, forceDraw); err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
func (c *context) newOffscreenImage(w, h int) *Image {
|
||||
img := c.game.NewOffscreenImage(w, h)
|
||||
img.modifyCallback = func() {
|
||||
c.isOffscreenModified = true
|
||||
}
|
||||
return img
|
||||
}
|
||||
|
||||
func (c *context) drawGame(graphicsDriver graphicsdriver.Graphics, ui *UserInterface, forceDraw bool) error {
|
||||
if (c.offscreen.imageType == atlas.ImageTypeVolatile) != ui.IsScreenClearedEveryFrame() {
|
||||
w, h := c.offscreen.width, c.offscreen.height
|
||||
c.offscreen.Deallocate()
|
||||
c.offscreen = c.newOffscreenImage(w, h)
|
||||
}
|
||||
|
||||
// isOffscreenModified is updated when an offscreen's modifyCallback.
|
||||
c.isOffscreenModified = false
|
||||
|
||||
// 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 ui.IsScreenClearedEveryFrame() {
|
||||
c.offscreen.clear()
|
||||
}
|
||||
|
||||
if err := c.game.DrawOffscreen(); err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
const maxSkipCount = 3
|
||||
|
||||
if !forceDraw && !c.isOffscreenModified {
|
||||
if c.skipCount < maxSkipCount {
|
||||
c.skipCount++
|
||||
}
|
||||
} else {
|
||||
c.skipCount = 0
|
||||
}
|
||||
|
||||
now := time.Now()
|
||||
defer func() {
|
||||
c.lastDrawTime = now
|
||||
}()
|
||||
|
||||
if c.skipCount < maxSkipCount {
|
||||
if graphicsDriver.NeedsClearingScreen() {
|
||||
// This clear is needed for fullscreen mode or some mobile platforms (#622).
|
||||
c.screen.clear()
|
||||
}
|
||||
|
||||
c.game.DrawFinalScreen(c.screenScaleAndOffsets())
|
||||
|
||||
// The final screen is never used as the rendering source.
|
||||
// Flush its buffer here just in case.
|
||||
c.screen.flushBufferIfNeeded()
|
||||
} else if delta := time.Second/60 - now.Sub(c.lastDrawTime); delta > 0 {
|
||||
// When swapping buffers is skipped and Draw is called too early, sleep for a while to suppress CPU usages (#2890).
|
||||
time.Sleep(delta)
|
||||
}
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
func (c *context) layoutGame(outsideWidth, outsideHeight float64, deviceScaleFactor float64) (int, int) {
|
||||
owf, ohf := c.game.Layout(outsideWidth, outsideHeight)
|
||||
if owf <= 0 || ohf <= 0 {
|
||||
panic("ui: Layout must return positive numbers")
|
||||
}
|
||||
|
||||
c.screenWidth = outsideWidth * deviceScaleFactor
|
||||
c.screenHeight = outsideHeight * deviceScaleFactor
|
||||
c.offscreenWidth = owf
|
||||
c.offscreenHeight = ohf
|
||||
|
||||
sw := int(math.Ceil(c.screenWidth))
|
||||
sh := int(math.Ceil(c.screenHeight))
|
||||
ow := int(math.Ceil(c.offscreenWidth))
|
||||
oh := int(math.Ceil(c.offscreenHeight))
|
||||
|
||||
if c.screen != nil && (c.screen.width != sw || c.screen.height != sh) {
|
||||
c.screen.Deallocate()
|
||||
c.screen = nil
|
||||
}
|
||||
if c.screen == nil {
|
||||
c.screen = c.game.NewScreenImage(sw, sh)
|
||||
}
|
||||
|
||||
if c.offscreen != nil && (c.offscreen.width != ow || c.offscreen.height != oh) {
|
||||
c.offscreen.Deallocate()
|
||||
c.offscreen = nil
|
||||
}
|
||||
if c.offscreen == nil {
|
||||
c.offscreen = c.newOffscreenImage(ow, oh)
|
||||
}
|
||||
|
||||
return ow, oh
|
||||
}
|
||||
|
||||
func (c *context) clientPositionToLogicalPosition(x, y float64, deviceScaleFactor float64) (float64, float64) {
|
||||
s, ox, oy := c.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
|
||||
}
|
||||
|
||||
func (c *context) logicalPositionToClientPosition(x, y float64, deviceScaleFactor float64) (float64, float64) {
|
||||
s, ox, oy := c.screenScaleAndOffsets()
|
||||
return (x*s + ox) / deviceScaleFactor, (y*s + oy) / deviceScaleFactor
|
||||
}
|
||||
|
||||
func (c *context) screenScaleAndOffsets() (scale, offsetX, offsetY float64) {
|
||||
scaleX := c.screenWidth / c.offscreenWidth
|
||||
scaleY := c.screenHeight / c.offscreenHeight
|
||||
scale = math.Min(scaleX, scaleY)
|
||||
width := c.offscreenWidth * scale
|
||||
height := c.offscreenHeight * scale
|
||||
offsetX = (c.screenWidth - width) / 2
|
||||
offsetY = (c.screenHeight - height) / 2
|
||||
return
|
||||
}
|
||||
|
||||
func (u *UserInterface) LogicalPositionToClientPositionInNativePixels(x, y float64) (float64, float64) {
|
||||
s := u.Monitor().DeviceScaleFactor()
|
||||
x, y = u.context.logicalPositionToClientPosition(x, y, s)
|
||||
x = dipToNativePixels(x, s)
|
||||
y = dipToNativePixels(y, s)
|
||||
return x, y
|
||||
}
|
||||
|
||||
func (c *context) runInFrame(f func()) {
|
||||
ch := make(chan struct{})
|
||||
c.funcsInFrameCh <- func() {
|
||||
defer close(ch)
|
||||
f()
|
||||
}
|
||||
<-ch
|
||||
return
|
||||
}
|
||||
|
||||
func (c *context) processFuncsInFrame(ui *UserInterface) error {
|
||||
var processed bool
|
||||
for {
|
||||
select {
|
||||
case f := <-c.funcsInFrameCh:
|
||||
f()
|
||||
processed = true
|
||||
default:
|
||||
if processed {
|
||||
// Catch the error that happened at (*Image).At.
|
||||
if err := ui.error(); err != nil {
|
||||
return err
|
||||
}
|
||||
}
|
||||
return nil
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user