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ebitenutil: Use ColorM
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8e6314f856
commit
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@ -22,29 +22,12 @@ import (
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)
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var (
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debugPrintTextImage *ebiten.Image
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debugPrintTextShadowImage *ebiten.Image
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debugPrintTextImage *ebiten.Image
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)
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func init() {
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img := assets.CreateTextImage()
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debugPrintTextImage, _ = ebiten.NewImageFromImage(img, ebiten.FilterDefault)
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// Using color matrices for shadow color is not efficient.
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// Instead, use a different image, that shares the same texture in highly possibility.
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s := img.Bounds().Size()
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for j := 0; j < s.Y; j++ {
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for i := 0; i < s.X; i++ {
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idx := (img.Stride)*j + 4*i
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if img.Pix[idx+3] != 0 {
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img.Pix[idx] = 0
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img.Pix[idx+1] = 0
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img.Pix[idx+2] = 0
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img.Pix[idx+3] = 0x80
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}
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}
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}
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debugPrintTextShadowImage, _ = ebiten.NewImageFromImage(img, ebiten.FilterDefault)
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}
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// DebugPrint draws the string str on the image.
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@ -53,13 +36,16 @@ func init() {
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//
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// DebugPrint always returns nil as of 1.5.0-alpha.
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func DebugPrint(image *ebiten.Image, str string) error {
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drawDebugText(image, str, 1, 1, debugPrintTextShadowImage)
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drawDebugText(image, str, 0, 0, debugPrintTextImage)
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drawDebugText(image, str, 1, 1, true)
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drawDebugText(image, str, 0, 0, false)
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return nil
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}
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func drawDebugText(rt *ebiten.Image, str string, ox, oy int, src *ebiten.Image) {
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func drawDebugText(rt *ebiten.Image, str string, ox, oy int, shadow bool) {
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op := &ebiten.DrawImageOptions{}
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if shadow {
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op.ColorM.Scale(0, 0, 0, 0.5)
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}
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x := 0
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y := 0
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w, _ := debugPrintTextImage.Size()
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@ -85,7 +71,7 @@ func drawDebugText(rt *ebiten.Image, str string, ox, oy int, src *ebiten.Image)
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op.GeoM.Reset()
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op.GeoM.Translate(float64(x), float64(y))
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op.GeoM.Translate(float64(ox+1), float64(oy))
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_ = rt.DrawImage(src, op)
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_ = rt.DrawImage(debugPrintTextImage, op)
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x += cw
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}
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}
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