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internal/ui: remove an error returning value from Game.Draw
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@ -73,7 +73,7 @@ func (c *gameForUI) Update() error {
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return c.game.Update()
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}
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func (c *gameForUI) Draw(screenScale float64, offsetX, offsetY float64, needsClearingScreen bool, framebufferYDirection graphicsdriver.YDirection, clearScreenEveryFrame, filterEnabled bool) error {
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func (c *gameForUI) Draw(screenScale float64, offsetX, offsetY float64, needsClearingScreen bool, framebufferYDirection graphicsdriver.YDirection, clearScreenEveryFrame, filterEnabled bool) {
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c.offscreen.image.SetVolatile(clearScreenEveryFrame)
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// Even though updateCount == 0, the offscreen is cleared and Draw is called.
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@ -119,5 +119,4 @@ func (c *gameForUI) Draw(screenScale float64, offsetX, offsetY float64, needsCle
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op.Filter = FilterLinear
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}
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c.screen.DrawImage(c.offscreen, op)
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return nil
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}
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@ -32,7 +32,7 @@ const DefaultTPS = 60
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type Game interface {
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Layout(outsideWidth, outsideHeight float64, deviceScaleFactor float64) (int, int)
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Update() error
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Draw(screenScale float64, offsetX, offsetY float64, needsClearingScreen bool, framebufferYDirection graphicsdriver.YDirection, screenClearedEveryFrame, filterEnabled bool) error
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Draw(screenScale float64, offsetX, offsetY float64, needsClearingScreen bool, framebufferYDirection graphicsdriver.YDirection, screenClearedEveryFrame, filterEnabled bool)
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}
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type context struct {
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@ -121,9 +121,7 @@ func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, update
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// Draw the game.
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screenScale, offsetX, offsetY := c.screenScaleAndOffsets(deviceScaleFactor)
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if err := c.game.Draw(screenScale, offsetX, offsetY, graphicsDriver.NeedsClearingScreen(), graphicsDriver.FramebufferYDirection(), theGlobalState.isScreenClearedEveryFrame(), theGlobalState.isScreenFilterEnabled()); err != nil {
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return err
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}
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c.game.Draw(screenScale, offsetX, offsetY, graphicsDriver.NeedsClearingScreen(), graphicsDriver.FramebufferYDirection(), theGlobalState.isScreenClearedEveryFrame(), theGlobalState.isScreenFilterEnabled())
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// All the vertices data are consumed at the end of the frame, and the data backend can be
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// available after that. Until then, lock the vertices backend.
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