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Copy pathruntime_pen_sync.go
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Copy pathruntime_pen_sync.go
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99 lines (89 loc) · 2.34 KB
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/*
* Copyright (c) 2021 The XGo Authors (xgo.dev). All rights reserved.
*
* 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 spx
import (
"github.com/goplus/spbase/mathf"
"github.com/goplus/spx/v3/internal/engine"
)
func (p *Game) queuePenMove(obj engine.Object, position mathf.Vec2) {
if p.penSyncBuffer == nil {
p.engine().PenMgr.MovePenTo(obj, position)
return
}
if p.penSyncBuffer.AddMove(obj, position.X, position.Y) {
p.flushPenCommands()
}
}
func (p *Game) queuePenDown(obj engine.Object, moveByMouse bool) {
if moveByMouse {
p.penCommandBarrier(func() {
p.engine().PenMgr.PenDown(obj, true)
})
return
}
if p.penSyncBuffer == nil {
p.engine().PenMgr.PenDown(obj, false)
return
}
if p.penSyncBuffer.AddDown(obj, false) {
p.flushPenCommands()
}
}
func (p *Game) queuePenUp(obj engine.Object) {
if p.penSyncBuffer == nil {
p.engine().PenMgr.PenUp(obj)
return
}
if p.penSyncBuffer.AddUp(obj) {
p.flushPenCommands()
}
}
func (p *Game) queuePenColor(obj engine.Object, color mathf.Color) {
if p.penSyncBuffer == nil {
p.engine().PenMgr.SetPenColorTo(obj, color)
return
}
if p.penSyncBuffer.AddColor(obj, color.R, color.G, color.B, color.A) {
p.flushPenCommands()
}
}
func (p *Game) queuePenSize(obj engine.Object, size float64) {
if p.penSyncBuffer == nil {
p.engine().PenMgr.SetPenSizeTo(obj, size)
return
}
if p.penSyncBuffer.AddSetSize(obj, size) {
p.flushPenCommands()
}
}
func (p *Game) flushPenCommands() {
if p.penSyncBuffer == nil {
return
}
p.penSyncBuffer.Flush(p.engine().PenMgr.BatchUpdateCommands)
}
func (p *Game) discardPenCommands() {
if p.penSyncBuffer != nil {
p.penSyncBuffer.Discard()
}
}
func (p *Game) penCommandBarrier(operation func()) {
if p.penSyncBuffer == nil {
operation()
return
}
p.penSyncBuffer.Barrier(p.engine().PenMgr.BatchUpdateCommands, operation)
}