ebiten/gameforui.go

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// 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.
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package ebiten
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import (
"github.com/hajimehoshi/ebiten/v2/internal/atlas"
"github.com/hajimehoshi/ebiten/v2/internal/ui"
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)
type gameForUI struct {
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game Game
offscreen *Image
}
func newGameForUI(game Game) *gameForUI {
return &gameForUI{
game: game,
}
}
func (c *gameForUI) NewOffscreenImage(width, height int) *ui.Image {
if c.offscreen != nil {
c.offscreen.Dispose()
c.offscreen = nil
}
// Keep the offscreen an isolated image 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.ImageTypeIsolated
if ui.IsScreenClearedEveryFrame() {
// A violatile image is also always isolated.
imageType = atlas.ImageTypeVolatile
}
c.offscreen = newImage(width, height, imageType)
return c.offscreen.image
}
func (c *gameForUI) Layout(outsideWidth, outsideHeight int) (int, int) {
return c.game.Layout(outsideWidth, outsideHeight)
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}
func (c *gameForUI) Update() error {
return c.game.Update()
}
func (c *gameForUI) Draw() {
c.game.Draw(c.offscreen)
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}