// Copyright 2014 Hajime Hoshi // // 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. package ebiten import ( "image" "github.com/hajimehoshi/ebiten/v2/internal/atlas" "github.com/hajimehoshi/ebiten/v2/internal/ui" ) type gameForUI struct { game Game offscreen *Image } func newGameForUI(game Game) *gameForUI { return &gameForUI{ game: game, } } func (c *gameForUI) NewOffscreenImage(width, height int) *ui.Image { if c.offscreen != nil { c.offscreen.Dispose() c.offscreen = nil } // Keep the offscreen an unmanaged image that is always isolated from an atlas (#1938). // The shader program for the screen is special and doesn't work well with an image on an atlas. // An image on an atlas is surrounded by a transparent edge, // and the shader program unexpectedly picks the pixel on the edges. imageType := atlas.ImageTypeUnmanaged if ui.IsScreenClearedEveryFrame() { // A violatile image is also always isolated. imageType = atlas.ImageTypeVolatile } c.offscreen = newImage(image.Rect(0, 0, width, height), imageType) return c.offscreen.image } func (c *gameForUI) Layout(outsideWidth, outsideHeight int) (int, int) { return c.game.Layout(outsideWidth, outsideHeight) } func (c *gameForUI) Update() error { return c.game.Update() } func (c *gameForUI) Draw() { c.game.Draw(c.offscreen) }