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ebiten: Make NewImage/NewImageFromImage panic when RunGame finishes
Closes #1149
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parent
d6ee55cb22
commit
5c8d8ab2eb
12
image.go
12
image.go
@ -748,7 +748,12 @@ func (i *Image) ReplacePixels(pixels []byte) {
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// NewImage returns an empty image.
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//
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// If width or height is less than 1 or more than device-dependent maximum size, NewImage panics.
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//
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// NewImage panics if RunGame already finishes.
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func NewImage(width, height int) *Image {
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if isRunGameEnded() {
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panic(fmt.Sprintf("ebiten: NewImage cannot be called after RunGame finishes"))
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}
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if width <= 0 {
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panic(fmt.Sprintf("ebiten: width at NewImage must be positive but %d", width))
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}
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@ -766,9 +771,14 @@ func NewImage(width, height int) *Image {
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// NewImageFromImage creates a new image with the given image (source).
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//
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// If source's width or height is less than 1 or more than device-dependent maximum size, NewImageFromImage panics.
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//
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// NewImageFromImage panics if RunGame already finishes.
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func NewImageFromImage(source image.Image) *Image {
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size := source.Bounds().Size()
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if isRunGameEnded() {
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panic(fmt.Sprintf("ebiten: NewImage cannot be called after RunGame finishes"))
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}
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size := source.Bounds().Size()
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width, height := size.X, size.Y
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if width <= 0 {
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panic(fmt.Sprintf("ebiten: source width at NewImageFromImage must be positive but %d", width))
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7
run.go
7
run.go
@ -75,6 +75,7 @@ func CurrentFPS() float64 {
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var (
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isScreenClearedEveryFrame = int32(1)
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isRunGameEnded_ = int32(0)
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currentMaxTPS = int32(DefaultTPS)
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)
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@ -162,6 +163,8 @@ func (i *imageDumperGame) Layout(outsideWidth, outsideHeight int) (screenWidth,
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//
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// Don't call RunGame twice or more in one process.
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func RunGame(game Game) error {
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defer atomic.StoreInt32(&isRunGameEnded_, 1)
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fixWindowPosition(WindowSize())
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theUIContext.set(&imageDumperGame{
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game: game,
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@ -175,6 +178,10 @@ func RunGame(game Game) error {
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return nil
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}
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func isRunGameEnded() bool {
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return atomic.LoadInt32(&isRunGameEnded_) != 0
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}
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// RunGameWithoutMainLoop runs the game, but doesn't call the loop on the main (UI) thread.
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// Different from Run, RunGameWithoutMainLoop returns immediately.
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//
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