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https://github.com/hajimehoshi/ebiten.git
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Remove some methods; Add Game.Initialize
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parent
343916ad29
commit
a39f0e904d
@ -18,7 +18,6 @@ package blocks
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import (
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"github.com/hajimehoshi/ebiten"
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"sync"
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)
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type Size struct {
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@ -39,21 +38,24 @@ type GameState struct {
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}
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type Game struct {
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gameContext ebiten.GameContext
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sceneManager *SceneManager
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ebiten *Input
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input *Input
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textures *Textures
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}
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func NewGame() *Game {
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game := &Game{
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sceneManager: NewSceneManager(NewTitleScene()),
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ebiten: NewInput(),
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textures: NewTextures(),
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input: NewInput(),
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}
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return game
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}
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func (game *Game) isInitialized() bool {
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if game.textures == nil {
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return false
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}
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for name := range texturePaths {
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if !game.textures.Has(name) {
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return false
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@ -67,32 +69,33 @@ func (game *Game) isInitialized() bool {
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return true
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}
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var once sync.Once
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func (game *Game) Initialize(g ebiten.GameContext) {
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game.gameContext = g
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game.textures = NewTextures(g)
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for name, path := range texturePaths {
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game.textures.RequestTexture(name, path)
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}
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for name, size := range renderTargetSizes {
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game.textures.RequestRenderTarget(name, size)
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}
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}
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func (game *Game) Update() error {
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once.Do(func() {
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for name, path := range texturePaths {
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game.textures.RequestTexture(name, path)
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}
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for name, size := range renderTargetSizes {
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game.textures.RequestRenderTarget(name, size)
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}
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})
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if !game.isInitialized() {
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return nil
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}
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game.ebiten.Update()
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game.input.Update(game.gameContext)
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game.sceneManager.Update(&GameState{
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SceneManager: game.sceneManager,
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Input: game.ebiten,
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Input: game.input,
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})
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return nil
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}
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func (game *Game) Draw(context ebiten.GraphicsContext) error {
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func (game *Game) Draw(g ebiten.GraphicsContext) error {
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if !game.isInitialized() {
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return nil
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}
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game.sceneManager.Draw(context, game.textures)
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game.sceneManager.Draw(g, game.textures)
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return nil
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}
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@ -38,9 +38,9 @@ func (i *Input) StateForKey(key ebiten.Key) int {
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return i.states[key]
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}
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func (i *Input) Update() {
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func (i *Input) Update(g ebiten.GameContext) {
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for key := range i.states {
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if !ebiten.IsKeyPressed(key) {
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if !g.IsKeyPressed(key) {
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i.states[key] = 0
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continue
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}
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@ -35,6 +35,7 @@ type nameSize struct {
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}
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type Textures struct {
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gameContext ebiten.GameContext
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texturePaths chan namePath
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renderTargetSizes chan nameSize
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textures map[string]ebiten.TextureID
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@ -42,8 +43,9 @@ type Textures struct {
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sync.RWMutex
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}
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func NewTextures() *Textures {
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func NewTextures(g ebiten.GameContext) *Textures {
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textures := &Textures{
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gameContext: g,
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texturePaths: make(chan namePath),
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renderTargetSizes: make(chan nameSize),
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textures: map[string]ebiten.TextureID{},
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@ -81,7 +83,7 @@ func (t *Textures) loopMain() {
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if err != nil {
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panic(err)
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}
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id, err := ebiten.NewTextureID(img, ebiten.FilterNearest)
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id, err := t.gameContext.NewTextureID(img, ebiten.FilterNearest)
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if err != nil {
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panic(err)
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}
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@ -93,7 +95,7 @@ func (t *Textures) loopMain() {
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name := s.name
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size := s.size
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go func() {
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id, err := ebiten.NewRenderTargetID(size.Width, size.Height, ebiten.FilterNearest)
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id, err := t.gameContext.NewRenderTargetID(size.Width, size.Height, ebiten.FilterNearest)
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if err != nil {
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panic(err)
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}
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@ -20,6 +20,12 @@ import (
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"image"
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)
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type Game interface {
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Initialize(g GameContext)
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Update() error
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Draw(gr GraphicsContext) error
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}
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type GameContext interface {
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IsKeyPressed(key Key) bool
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CursorPosition() (x, y int)
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@ -27,9 +33,3 @@ type GameContext interface {
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NewRenderTargetID(width, height int, filter Filter) (RenderTargetID, error)
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NewTextureID(img image.Image, filter Filter) (TextureID, error)
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}
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var currentGameContext GameContext
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func SetGameContext(g GameContext) {
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currentGameContext = g
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}
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@ -50,7 +50,33 @@ type GraphicsContext interface {
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Fill(r, g, b uint8)
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Texture(id TextureID) Drawer
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RenderTarget(id RenderTargetID) Drawer
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ResetOffscreen()
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SetOffscreen(id RenderTargetID)
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}
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// Filter represents the type of filter to be used when a texture or a render
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// target is maginified or minified.
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type Filter int
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const (
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FilterNearest Filter = iota
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FilterLinear
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)
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// TextureID represents an ID of a texture.
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type TextureID int
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// IsNil returns true if the texture is nil.
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func (i TextureID) IsNil() bool {
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return i == 0
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}
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// RenderTargetID represents an ID of a render target.
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// A render target is essentially same as a texture, but it is assumed that the
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// all alpha of a render target is maximum.
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type RenderTargetID int
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// IsNil returns true if the render target is nil.
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func (i RenderTargetID) IsNil() bool {
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return i == 0
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}
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21
input.go
21
input.go
@ -36,24 +36,3 @@ const (
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MouseButtonMiddle
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MouseButtonMax
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)
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func IsKeyPressed(key Key) bool {
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if currentGameContext == nil {
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panic("ebiten.IsKeyPressed: currentGameContext is not set")
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}
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return currentGameContext.IsKeyPressed(key)
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}
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func CursorPosition() (x, y int) {
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if currentGameContext == nil {
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panic("ebiten.CurrentPosition: currentGameContext is not set")
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}
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return currentGameContext.CursorPosition()
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}
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func IsMouseButtonPressed(button MouseButton) bool {
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if currentGameContext == nil {
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panic("ebiten.IsMouseButtonPressed: currentGameContext is not set")
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}
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return currentGameContext.IsMouseButtonPressed(button)
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}
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@ -32,11 +32,11 @@ type canvas struct {
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funcsDone chan struct{}
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}
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func (c *canvas) draw(d GraphicsContextDrawer) (err error) {
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func (c *canvas) draw(game ebiten.Game) (err error) {
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c.use(func() {
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c.graphicsContext.PreUpdate()
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})
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if err = d.Draw(&graphicsContext{c}); err != nil {
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if err = game.Draw(&graphicsContext{c}); err != nil {
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return
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}
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c.use(func() {
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@ -30,15 +30,11 @@ func init() {
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})
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}
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type GraphicsContextDrawer interface {
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Draw(d ebiten.GraphicsContext) error
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}
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type UI struct {
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canvas *canvas
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}
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func (u *UI) Start(width, height, scale int, title string) error {
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func (u *UI) Start(game ebiten.Game, width, height, scale int, title string) error {
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if !glfw.Init() {
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return errors.New("glfw.Init() fails")
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}
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@ -53,7 +49,6 @@ func (u *UI) Start(width, height, scale int, title string) error {
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funcs: make(chan func()),
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funcsDone: make(chan struct{}),
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}
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ebiten.SetGameContext(c)
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c.run(width, height, scale)
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@ -68,6 +63,7 @@ func (u *UI) Start(width, height, scale int, title string) error {
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}
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u.canvas = c
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game.Initialize(c)
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return nil
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}
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@ -81,10 +77,10 @@ func (u *UI) Terminate() {
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glfw.Terminate()
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}
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func (u *UI) Draw(drawer GraphicsContextDrawer) error {
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return u.canvas.draw(drawer)
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}
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func (u *UI) IsClosed() bool {
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return u.canvas.isClosed()
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}
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func (u *UI) DrawGame(game ebiten.Game) error {
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return u.canvas.draw(game)
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}
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@ -25,26 +25,19 @@ import (
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"time"
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)
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type Game interface {
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Update() error
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Draw(context ebiten.GraphicsContext) error
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}
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// Run runs the game. Basically, this function executes ui.Start() at the start,
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// calls ui.DoEvent(), game.Update() and game.Draw() at a regular interval, and finally
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// calls ui.Terminate().
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func Run(game Game, width, height, scale int, title string, fps int) error {
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// Run runs the game.
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func Run(game ebiten.Game, width, height, scale int, title string, fps int) error {
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ui := new(glfw.UI)
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if err := ui.Start(width, height, scale, title); err != nil {
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if err := ui.Start(game, width, height, scale, title); err != nil {
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return err
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}
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defer ui.Terminate()
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frameTime := time.Duration(int64(time.Second) / int64(fps))
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tick := time.Tick(frameTime)
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sigterm := make(chan os.Signal, 1)
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signal.Notify(sigterm, os.Interrupt, syscall.SIGTERM)
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defer ui.Terminate()
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for {
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ui.DoEvents()
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if ui.IsClosed() {
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@ -52,7 +45,7 @@ func Run(game Game, width, height, scale int, title string, fps int) error {
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}
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select {
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default:
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if err := ui.Draw(game); err != nil {
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if err := ui.DrawGame(game); err != nil {
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return err
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}
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case <-tick:
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@ -1,64 +0,0 @@
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/*
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Copyright 2014 Hajime Hoshi
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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*/
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package ebiten
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import (
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"image"
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)
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// Filter represents the type of filter to be used when a texture or a render
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// target is maginified or minified.
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type Filter int
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const (
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FilterNearest Filter = iota
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FilterLinear
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)
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// TextureID represents an ID of a texture.
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type TextureID int
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// IsNil returns true if the texture is nil.
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func (i TextureID) IsNil() bool {
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return i == 0
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}
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// RenderTargetID represents an ID of a render target.
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// A render target is essentially same as a texture, but it is assumed that the
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// all alpha of a render target is maximum.
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type RenderTargetID int
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// IsNil returns true if the render target is nil.
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func (i RenderTargetID) IsNil() bool {
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return i == 0
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}
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// NewRenderTargetID returns an ID of a newly created render target.
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func NewRenderTargetID(width, height int, filter Filter) (RenderTargetID, error) {
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if currentGameContext == nil {
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panic("graphics.NewRenderTarget: currentGameContext is not set.")
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}
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return currentGameContext.NewRenderTargetID(width, height, filter)
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}
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// NewRenderTargetID returns an ID of a newly created texture.
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func NewTextureID(img image.Image, filter Filter) (TextureID, error) {
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if currentGameContext == nil {
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panic("graphics.NewTexture: currentGameContext is not set")
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}
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return currentGameContext.NewTextureID(img, filter)
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}
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