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ebiten: refactoring: remove imageDumperGame
This enables passing the user's Game to internal/ui without wrapping. This is necessary to check whether the user's Game implements an optional function or not. Updates #2046
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25ae96db89
commit
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15
gameforui.go
15
gameforui.go
@ -79,6 +79,7 @@ type gameForUI struct {
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offscreen *Image
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screen *Image
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screenShader *Shader
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imageDumper imageDumper
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}
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func newGameForUI(game Game) *gameForUI {
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@ -129,11 +130,21 @@ func (g *gameForUI) Layout(outsideWidth, outsideHeight int) (int, int) {
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}
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func (g *gameForUI) Update() error {
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return g.game.Update()
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if err := g.game.Update(); err != nil {
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return err
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}
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if err := g.imageDumper.update(); err != nil {
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return err
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}
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return nil
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}
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func (g *gameForUI) DrawOffscreen() {
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func (g *gameForUI) DrawOffscreen() error {
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g.game.Draw(g.offscreen)
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if err := g.imageDumper.dump(g.offscreen); err != nil {
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return err
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}
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return nil
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}
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func (g *gameForUI) DrawScreen() {
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@ -18,11 +18,11 @@
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package ebiten
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type imageDumper struct {
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g Game
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}
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func (i *imageDumper) update() error {
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return i.g.Update()
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// Do nothing
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return nil
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}
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func (i *imageDumper) dump(screen *Image) error {
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@ -57,8 +57,6 @@ func dumpInternalImages() error {
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}
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type imageDumper struct {
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g Game
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keyState map[Key]int
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hasScreenshotKey bool
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@ -93,10 +91,6 @@ func (i *imageDumper) update() error {
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return i.err
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}
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if err := i.g.Update(); err != nil {
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return err
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}
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// If keyState is nil, all values are not initialized.
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if i.keyState == nil {
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i.keyState = map[Key]int{}
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@ -38,7 +38,7 @@ type Game interface {
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NewScreenImage(width, height int) *Image
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Layout(outsideWidth, outsideHeight int) (int, int)
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Update() error
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DrawOffscreen()
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DrawOffscreen() error
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DrawScreen()
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ScreenScaleAndOffsets() (scale, offsetX, offsetY float64)
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}
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@ -143,14 +143,16 @@ func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, update
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}
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// Draw the game.
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c.drawGame(graphicsDriver)
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if err := c.drawGame(graphicsDriver); err != nil {
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return err
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}
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// All the vertices data are consumed at the end of the frame, and the data backend can be
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// available after that. Until then, lock the vertices backend.
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return nil
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}
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func (c *context) drawGame(graphicsDriver graphicsdriver.Graphics) {
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func (c *context) drawGame(graphicsDriver graphicsdriver.Graphics) error {
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if c.offscreen.volatile != theGlobalState.isScreenClearedEveryFrame() {
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w, h := c.offscreen.width, c.offscreen.height
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c.offscreen.MarkDisposed()
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@ -163,7 +165,9 @@ func (c *context) drawGame(graphicsDriver graphicsdriver.Graphics) {
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if theGlobalState.isScreenClearedEveryFrame() {
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c.offscreen.clear()
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}
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c.game.DrawOffscreen()
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if err := c.game.DrawOffscreen(); err != nil {
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return err
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}
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if graphicsDriver.NeedsClearingScreen() {
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// This clear is needed for fullscreen mode or some mobile platforms (#622).
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@ -171,6 +175,7 @@ func (c *context) drawGame(graphicsDriver graphicsdriver.Graphics) {
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}
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c.game.DrawScreen()
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return nil
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}
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func (c *context) layoutGame(outsideWidth, outsideHeight float64, deviceScaleFactor float64) (int, int) {
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33
run.go
33
run.go
@ -143,35 +143,6 @@ func IsScreenFilterEnabled() bool {
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return isScreenFilterEnabled()
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}
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type imageDumperGame struct {
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game Game
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d *imageDumper
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err error
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}
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func (i *imageDumperGame) Update() error {
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if i.err != nil {
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return i.err
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}
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if i.d == nil {
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i.d = &imageDumper{g: i.game}
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}
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return i.d.update()
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}
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func (i *imageDumperGame) Draw(screen *Image) {
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if i.err != nil {
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return
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}
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i.game.Draw(screen)
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i.err = i.d.dump(screen)
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}
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func (i *imageDumperGame) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int) {
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return i.game.Layout(outsideWidth, outsideHeight)
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}
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// Termination is a special error which indicates Game termination without error.
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var Termination = ui.RegularTermination
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@ -206,9 +177,7 @@ func RunGame(game Game) error {
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defer atomic.StoreInt32(&isRunGameEnded_, 1)
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initializeWindowPositionIfNeeded(WindowSize())
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g := newGameForUI(&imageDumperGame{
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game: game,
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})
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g := newGameForUI(game)
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if err := ui.Get().Run(g); err != nil {
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if errors.Is(err, Termination) {
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return nil
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