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bac34a4474
This change adds NewImageWithOptions, that creates a new image with the given options. NewImageWithOptions takes image.Rectangle instead of a width and a height, then a user can create an image with an arbitrary bounds. A left-upper position can be a negative number. NewImageWithOptions can create an unmanged image, that is no longer on an automatic internal texture atlas. A user can have finer controls over the image. This change also adds tests for this function. Updates #2013 Updates #2017 Updates #2124
65 lines
1.8 KiB
Go
65 lines
1.8 KiB
Go
// Copyright 2014 Hajime Hoshi
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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 ebiten
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import (
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"image"
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"github.com/hajimehoshi/ebiten/v2/internal/atlas"
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"github.com/hajimehoshi/ebiten/v2/internal/ui"
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)
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type gameForUI struct {
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game Game
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offscreen *Image
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}
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func newGameForUI(game Game) *gameForUI {
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return &gameForUI{
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game: game,
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}
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}
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func (c *gameForUI) NewOffscreenImage(width, height int) *ui.Image {
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if c.offscreen != nil {
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c.offscreen.Dispose()
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c.offscreen = nil
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}
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// Keep the offscreen an unmanaged image that is always isolated from an atlas (#1938).
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// The shader program for the screen is special and doesn't work well with an image on an atlas.
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// An image on an atlas is surrounded by a transparent edge,
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// and the shader program unexpectedly picks the pixel on the edges.
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imageType := atlas.ImageTypeUnmanaged
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if ui.IsScreenClearedEveryFrame() {
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// A violatile image is also always isolated.
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imageType = atlas.ImageTypeVolatile
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}
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c.offscreen = newImage(image.Rect(0, 0, width, height), imageType)
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return c.offscreen.image
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}
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func (c *gameForUI) Layout(outsideWidth, outsideHeight int) (int, int) {
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return c.game.Layout(outsideWidth, outsideHeight)
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}
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func (c *gameForUI) Update() error {
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return c.game.Update()
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}
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func (c *gameForUI) Draw() {
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c.game.Draw(c.offscreen)
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}
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