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internal/atlas: unify the term 'isolate' and 'independent' to 'isolate'
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@ -208,12 +208,12 @@ func init() {
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// Image is a rectangle pixel set that might be on an atlas.
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type Image struct {
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width int
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height int
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disposed bool
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independent bool
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volatile bool
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screen bool
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width int
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height int
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disposed bool
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isolate bool
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volatile bool
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screen bool
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backend *backend
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@ -711,8 +711,8 @@ func NewImage(width, height int) *Image {
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}
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}
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func (i *Image) SetIndependent(independent bool) {
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i.independent = independent
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func (i *Image) SetIsolate(isolate bool) {
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i.isolate = isolate
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}
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func (i *Image) SetVolatile(volatile bool) {
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@ -730,7 +730,7 @@ func (i *Image) canBePutOnAtlas() bool {
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if minSize == 0 || maxSize == 0 {
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panic("atlas: minSize or maxSize must be initialized")
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}
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if i.independent {
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if i.isolate {
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return false
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}
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if i.volatile {
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@ -66,16 +66,16 @@ func (i *Image) initialize() {
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i.img = atlas.NewImage(i.width, i.height)
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}
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func (i *Image) SetIndependent(independent bool) {
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func (i *Image) SetIsolate(isolate bool) {
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if maybeCanAddDelayedCommand() {
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if tryAddDelayedCommand(func() error {
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i.SetIndependent(independent)
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i.SetIsolate(isolate)
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return nil
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}) {
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return
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}
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}
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i.img.SetIndependent(independent)
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i.img.SetIsolate(isolate)
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}
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func (i *Image) SetVolatile(volatile bool) {
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@ -51,8 +51,8 @@ func NewScreenFramebufferMipmap(width, height int) *Mipmap {
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}
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}
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func (m *Mipmap) SetIndependent(independent bool) {
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m.orig.SetIndependent(independent)
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func (m *Mipmap) SetIsolate(isolate bool) {
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m.orig.SetIsolate(isolate)
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}
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func (m *Mipmap) SetVolatile(volatile bool) {
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@ -245,11 +245,11 @@ func (c *context) layoutGame(outsideWidth, outsideHeight float64, deviceScaleFac
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if c.offscreen == nil {
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c.offscreen = c.game.NewOffscreenImage(ow, oh)
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// Keep the offscreen an independent image from an atlas (#1938).
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// Keep the offscreen an isolate image from an atlas (#1938).
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// The shader program for the screen is special and doesn't work well with an image on an atlas.
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// An image on an atlas is surrounded by a transparent edge,
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// and the shader program unexpectedly picks the pixel on the edges.
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c.offscreen.mipmap.SetIndependent(true)
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c.offscreen.mipmap.SetIsolate(true)
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}
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return ow, oh
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