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https://github.com/hajimehoshi/ebiten.git
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cd90f083bc
Closes #2925
205 lines
5.3 KiB
Go
205 lines
5.3 KiB
Go
// Copyright 2023 The Ebitengine Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package main
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import (
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"bytes"
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"fmt"
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"image"
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"image/color"
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_ "image/png"
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"log"
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"golang.org/x/image/font/inconsolata"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/examples/resources/images/blend"
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"github.com/hajimehoshi/ebiten/v2/text/v2"
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)
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const (
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screenWidth = 800
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screenHeight = 800
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)
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var (
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inconsolataFace = text.NewGoXFace(inconsolata.Bold8x16)
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)
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// mode is a blend mode with description.
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type mode struct {
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blend ebiten.Blend
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name string
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}
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// Game is a canvas for drawing blend mode tiles.
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type Game struct {
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source *ebiten.Image
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dest *ebiten.Image
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offscreen *ebiten.Image
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tileSize int
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modes []mode
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}
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func NewGame() (*Game, error) {
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source, err := loadImage(blend.Source_png)
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if err != nil {
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return nil, fmt.Errorf("fail to load source: %w", err)
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}
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dest, err := loadImage(blend.Dest_png)
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if err != nil {
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return nil, fmt.Errorf("fail to load dest: %w", err)
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}
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// Set up a grid for drawing.
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g := &Game{
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source: source,
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dest: dest,
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}
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// Add all known blend modes and their names.
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g.modes = []mode{
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{blend: ebiten.BlendCopy, name: "BlendCopy"},
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{blend: ebiten.BlendSourceAtop, name: "BlendSourceAtop"},
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{blend: ebiten.BlendSourceOver, name: "BlendSourceOver"},
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{blend: ebiten.BlendSourceIn, name: "BlendSourceIn"},
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{blend: ebiten.BlendSourceOut, name: "BlendSourceOut"},
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{blend: ebiten.BlendDestination, name: "BlendDestination"},
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{blend: ebiten.BlendDestinationAtop, name: "BlendDestinationAtop"},
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{blend: ebiten.BlendDestinationOver, name: "BlendDestinationOver"},
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{blend: ebiten.BlendDestinationIn, name: "BlendDestinationIn"},
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{blend: ebiten.BlendDestinationOut, name: "BlendDestinationOut"},
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{blend: ebiten.BlendXor, name: "BlendXor"},
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{blend: ebiten.BlendLighter, name: "BlendLighter"},
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{blend: ebiten.BlendClear, name: "BlendClear"},
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}
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// Adjust the tile size for the available images.
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g.tileSize = maxSide(g.source, g.dest)
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g.offscreen = ebiten.NewImage(g.tileSize, g.tileSize)
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return g, nil
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}
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func (g *Game) Update() error {
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return nil
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}
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func (g *Game) Draw(screen *ebiten.Image) {
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const (
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tileGap = 64
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textGap = 16
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gridW = 4
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)
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// Clear the screen.
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screen.Fill(color.White)
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// Get an offset for center alignment.
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// Where sw, sh is the screen size in pixels.
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// And gw, gh is the grid size in pixels.
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totalTileSize := g.tileSize + tileGap
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gridH := (len(g.modes)-1)/gridW + 1
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gw, gh := gridW*totalTileSize-tileGap, gridH*totalTileSize
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sw, sh := screen.Bounds().Dx(), screen.Bounds().Dy()
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ox, oy := float64(sw-gw)/2, float64(sh-gh)/2
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// Draw a tilemap.
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for i, m := range g.modes {
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x := i % gridW
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y := i / gridW
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px, py := x*totalTileSize, y*totalTileSize
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// Making a place for the text.
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py += textGap * y
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// Drawing the blend mode and it's name.
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alignedX, alignedY := float64(px)+ox, float64(py)+oy
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g.drawBlendMode(screen, alignedX, alignedY, m.blend)
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drawCenteredText(screen, alignedX+float64(g.tileSize)/2, alignedY+float64(g.tileSize)+textGap, m.name)
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}
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}
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func (g *Game) Layout(w, h int) (int, int) {
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return screenWidth, screenHeight
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}
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func (g *Game) drawBlendMode(screen *ebiten.Image, x, y float64, mode ebiten.Blend) {
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// Copy the destination image to offscreen so as not to modify it.
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g.offscreen.Clear()
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g.offscreen.DrawImage(g.dest, nil)
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// Select and apply blending mode.
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op := &ebiten.DrawImageOptions{}
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op.Blend = mode
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g.offscreen.DrawImage(g.source, op)
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// Draw the result on the passed coordinates.
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op = &ebiten.DrawImageOptions{}
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op.GeoM.Translate(x, y)
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screen.DrawImage(g.offscreen, op)
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}
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// loadImage is a util function for loading embedded images.
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func loadImage(data []byte) (*ebiten.Image, error) {
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m, _, err := image.Decode(bytes.NewReader(data))
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if err != nil {
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return nil, fmt.Errorf("failed to decode image: %w", err)
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}
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return ebiten.NewImageFromImage(m), nil
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}
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// max returns the largest of x or y.
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func max(x, y int) int {
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if x > y {
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return x
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}
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return y
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}
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// maxSide returns the largest side of a or b images.
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func maxSide(a, b *ebiten.Image) int {
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return max(
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max(a.Bounds().Dx(), b.Bounds().Dx()),
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max(a.Bounds().Dy(), b.Bounds().Dy()),
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)
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}
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// drawCenteredText is a util function for drawing blend mode description.
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func drawCenteredText(screen *ebiten.Image, cx, cy float64, s string) {
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op := &text.DrawOptions{}
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op.GeoM.Translate(cx, cy)
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op.ColorScale.ScaleWithColor(color.Black)
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op.PrimaryAlign = text.AlignCenter
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op.SecondaryAlign = text.AlignCenter
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text.Draw(screen, s, inconsolataFace, op)
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}
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func main() {
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ebiten.SetWindowSize(640, 640)
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ebiten.SetWindowResizingMode(ebiten.WindowResizingModeEnabled)
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ebiten.SetWindowTitle("Blend modes (Ebitengine Demo)")
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game, err := NewGame()
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if err != nil {
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log.Fatal(err)
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}
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if err = ebiten.RunGame(game); err != nil {
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log.Fatal(err)
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}
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}
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