examples/blend: clean up

This commit is contained in:
Hajime Hoshi 2023-03-13 01:37:50 +09:00
parent 80cbf7cbae
commit 903b5ab046

View File

@ -30,8 +30,8 @@ import (
)
const (
screenWidth = 780
screenHeight = 600
screenWidth = 800
screenHeight = 800
)
// mode is a blend mode with description.
@ -59,13 +59,13 @@ func NewGame() (*Game, error) {
return nil, fmt.Errorf("fail to load dest: %w", err)
}
// Setting up a grid for drawing.
// Set up a grid for drawing.
g := &Game{
source: source,
dest: dest,
}
// Adding all known blend modes and their names.
// Add all known blend modes and their names.
g.modes = []mode{
{blend: ebiten.BlendCopy, name: "BlendCopy"},
{blend: ebiten.BlendSourceAtop, name: "BlendSourceAtop"},
@ -82,9 +82,9 @@ func NewGame() (*Game, error) {
{blend: ebiten.BlendClear, name: "BlendClear"},
}
// Adjusting the tile size for the available images.
// Adjust the tile size for the available images.
g.tileSize = maxSide(g.source, g.dest)
g.offscreen = ebiten.NewImage(int(g.tileSize), int(g.tileSize))
g.offscreen = ebiten.NewImage(g.tileSize, g.tileSize)
return g, nil
}
@ -95,50 +95,42 @@ func (g *Game) Update() error {
func (g *Game) Draw(screen *ebiten.Image) {
const (
tileSpacing = 64
textSpacing = 16
gridW = 4
gridH = 3
tileGap = 64
textGap = 16
gridW = 4
)
// Clearing the screen.
// Clear the screen.
screen.Fill(color.White)
// Get an offset for center alignment.
// Where sw, sh is the screen size in pixels.
// And gw, gh is the grid size in pixels.
totalTileSize := g.tileSize + tileSpacing
gw, gh := gridW*totalTileSize-tileSpacing, gridH*totalTileSize
totalTileSize := g.tileSize + tileGap
gridH := (len(g.modes)-1)/gridW + 1
gw, gh := gridW*totalTileSize-tileGap, gridH*totalTileSize
sw, sh := screen.Bounds().Dx(), screen.Bounds().Dy()
cx, cy := float64(sw-gw)/2, float64(sh-gh)/2
ox, oy := float64(sw-gw)/2, float64(sh-gh)/2
// Drawing a tilemap
for y := 0; y < gridH; y++ {
for x := 0; x < gridW; x++ {
px, py := x*totalTileSize, y*totalTileSize
if y > 0 {
// Making a place for the text.
py += textSpacing * y
}
// Draw a tilemap.
for i, m := range g.modes {
x := i % gridW
y := i / gridW
// Getting the right mode for the coords or skipping the rendering.
m, ok := getMode(g.modes, x, y, gridW, gridH)
if !ok {
continue
}
px, py := x*totalTileSize, y*totalTileSize
// Drawing the blend mode and it's name.
tileSize := float64(g.tileSize)
alignedX, alignedY := float64(px)+cx, float64(py)+cy
halfTileSize, spacing := tileSize/2, float64(textSpacing)
g.drawBlendMode(screen, alignedX, alignedY, m.blend)
drawCenteredText(screen, alignedX+halfTileSize, alignedY+tileSize+spacing, m.name)
}
// Making a place for the text.
py += textGap * y
// Drawing the blend mode and it's name.
alignedX, alignedY := float64(px)+ox, float64(py)+oy
g.drawBlendMode(screen, alignedX, alignedY, m.blend)
drawCenteredText(screen, alignedX+float64(g.tileSize)/2, alignedY+float64(g.tileSize)+textGap, m.name)
}
}
func (g *Game) Layout(w, h int) (int, int) {
return w, h
return screenWidth, screenHeight
}
func (g *Game) drawBlendMode(screen *ebiten.Image, x, y float64, mode ebiten.Blend) {
@ -182,18 +174,6 @@ func maxSide(a, b *ebiten.Image) int {
)
}
// getMode returns a blend mode by index and found status.
func getMode(modes []mode, x, y, w, h int) (m mode, ok bool) {
idx := y*w + x
if idx > len(modes)-1 {
return mode{}, false
}
if x < 0 || x > w || y < 0 || y > h {
return mode{}, false
}
return modes[idx], true
}
// drawCenteredText is a util function for drawing blend mode description.
func drawCenteredText(screen *ebiten.Image, cx, cy float64, s string) {
bounds := text.BoundString(inconsolata.Bold8x16, s)