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