// Copyright 2018 The Ebiten Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. //go:build example // +build example package main import ( "bytes" "image" _ "image/jpeg" "log" "math" "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/ebitenutil" "github.com/hajimehoshi/ebiten/v2/examples/resources/images" "github.com/hajimehoshi/ebiten/v2/inpututil" ) const ( screenWidth = 640 screenHeight = 480 ) var ( gophersImage *ebiten.Image extraImages []*ebiten.Image ) type Game struct { count int lost bool } func (g *Game) Update() error { if inpututil.IsKeyJustPressed(ebiten.KeySpace) { g.loseAndRestoreContext() return nil } if inpututil.IsKeyJustPressed(ebiten.KeyS) { ebiten.SetScreenClearedEveryFrame(!ebiten.IsScreenClearedEveryFrame()) } g.count++ return nil } func (g *Game) Draw(screen *ebiten.Image) { if g.lost { // When the context is lost, skip rendering. Usually this logic should not be required, but when the // context lost happens by the API explicitly, Draw can be called even after the data in GPU // disappeared. return } w, h := gophersImage.Size() op := &ebiten.DrawImageOptions{} // For the details, see examples/rotate. op.GeoM.Translate(-float64(w)/2, -float64(h)/2) op.GeoM.Rotate(float64(g.count%360) * 2 * math.Pi / 360) op.GeoM.Translate(screenWidth/2, screenHeight/2) screen.DrawImage(gophersImage, op) msg := `Press Space to force to lose/restore the GL context! (Browser only) Press S to switch clearing the screen at the beginning of each frame.` ebitenutil.DebugPrint(screen, msg) } func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) { return screenWidth, screenHeight } func main() { // Decode an image from the image file's byte slice. // Now the byte slice is generated with //go:generate for Go 1.15 or older. // If you use Go 1.16 or newer, it is strongly recommended to use //go:embed to embed the image file. // See https://pkg.go.dev/embed for more details. img, _, err := image.Decode(bytes.NewReader(images.Gophers_jpg)) if err != nil { log.Fatal(err) } gophersImage = ebiten.NewImageFromImage(img) // Extend the shared backend GL texture on purpose. for i := 0; i < 20; i++ { eimg := ebiten.NewImageFromImage(img) extraImages = append(extraImages, eimg) } ebiten.SetWindowSize(screenWidth, screenHeight) ebiten.SetWindowTitle("Context Lost (Ebiten Demo)") if err := ebiten.RunGame(&Game{}); err != nil { log.Fatal(err) } }