graphics: Refactoring: easier way to clear framebuffer

This commit is contained in:
Hajime Hoshi 2018-02-28 22:46:57 +09:00
parent 8ef0f1ac6a
commit 9db042ae9e
4 changed files with 15 additions and 21 deletions

View File

@ -57,8 +57,8 @@ func (c *graphicsContext) SetSize(screenWidth, screenHeight int, screenScale flo
w := int(float64(screenWidth) * screenScale)
h := int(float64(screenHeight) * screenScale)
px0, py0, px1, py1 := ui.ScreenPadding()
c.screen = newImageWithScreenFramebuffer(w, h, px0, py0, px1, py1)
px0, py0, _, _ := ui.ScreenPadding()
c.screen = newImageWithScreenFramebuffer(w, h)
_ = c.screen.Clear()
c.offscreen = offscreen

View File

@ -421,9 +421,9 @@ func NewImageFromImage(source image.Image, filter Filter) (*Image, error) {
return i, nil
}
func newImageWithScreenFramebuffer(width, height int, paddingX0, paddingY0, paddingX1, paddingY1 float64) *Image {
func newImageWithScreenFramebuffer(width, height int) *Image {
checkSize(width, height)
r := restorable.NewScreenFramebufferImage(width, height, paddingX0, paddingY0, paddingX1, paddingY1)
r := restorable.NewScreenFramebufferImage(width, height)
i := &Image{
restorable: r,
filter: FilterDefault,

View File

@ -111,3 +111,7 @@ func (i *Image) createFramebufferIfNeeded() (*framebuffer, error) {
i.framebuffer = f
return i.framebuffer, nil
}
func (i *Image) ViewportSize() (int, int) {
return i.framebuffer.viewportSize()
}

View File

@ -17,7 +17,6 @@ package restorable
import (
"errors"
"image/color"
"math"
"runtime"
"github.com/hajimehoshi/ebiten/internal/affine"
@ -74,11 +73,6 @@ type Image struct {
// screen indicates whether the image is used as an actual screen.
screen bool
paddingX0 float64
paddingY0 float64
paddingX1 float64
paddingY1 float64
}
// NewImage creates an empty image with the given size.
@ -93,15 +87,11 @@ func NewImage(width, height int, volatile bool) *Image {
}
// NewScreenFramebufferImage creates a special image that framebuffer is one for the screen.
func NewScreenFramebufferImage(width, height int, paddingX0, paddingY0, paddingX1, paddingY1 float64) *Image {
func NewScreenFramebufferImage(width, height int) *Image {
i := &Image{
image: graphics.NewScreenFramebufferImage(width, height),
volatile: true,
screen: true,
paddingX0: paddingX0,
paddingY0: paddingY0,
paddingX1: paddingX1,
paddingY1: paddingY1,
}
theImages.add(i)
runtime.SetFinalizer(i, (*Image).Dispose)
@ -146,11 +136,11 @@ func (i *Image) clearIfVolatile() {
panic("not reached")
}
w, h := i.image.Size()
w, h := i.image.ViewportSize()
x0 := float32(0)
y0 := float32(0)
x1 := float32(w + int(math.Ceil(i.paddingX0+i.paddingX1)))
y1 := float32(h + int(math.Ceil(i.paddingY0+i.paddingY1)))
x1 := float32(w)
y1 := float32(h)
// For the rule of values, see vertices.go.
clearVertices := []float32{
x0, y0, 0, 0, 1, 1,