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https://github.com/hajimehoshi/ebiten.git
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80 lines
2.4 KiB
Go
80 lines
2.4 KiB
Go
/*
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Copyright 2014 Hajime Hoshi
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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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http://www.apache.org/licenses/LICENSE-2.0
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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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*/
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package ebiten
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import (
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"image"
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)
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// Filter represents the type of filter to be used when a texture or a render
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// target is maginified or minified.
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type Filter int
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const (
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FilterNearest Filter = iota
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FilterLinear
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)
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// TextureID represents an ID of a texture.
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type TextureID int
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// IsNil returns true if the texture is nil.
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func (i TextureID) IsNil() bool {
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return i == 0
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}
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// RenderTargetID represents an ID of a render target.
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// A render target is essentially same as a texture, but it is assumed that the
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// all alpha of a render target is maximum.
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type RenderTargetID int
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// IsNil returns true if the render target is nil.
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func (i RenderTargetID) IsNil() bool {
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return i == 0
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}
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var currentTextureFactory TextureFactory
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// A TextureFactory is the interface that creates a render target or a texture.
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// This method is for the library and a game developer doesn't have to use this.
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type TextureFactory interface {
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NewRenderTargetID(width, height int, filter Filter) (RenderTargetID, error)
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NewTextureID(img image.Image, filter Filter) (TextureID, error)
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}
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// SetTextureFactory sets the current texture factory.
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// This method is for the library and a game developer doesn't have to use this.
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func SetTextureFactory(textureFactory TextureFactory) {
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currentTextureFactory = textureFactory
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}
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// NewRenderTargetID returns an ID of a newly created render target.
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func NewRenderTargetID(width, height int, filter Filter) (RenderTargetID, error) {
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if currentTextureFactory == nil {
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panic("graphics.NewRenderTarget: currentTextureFactory is not set.")
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}
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return currentTextureFactory.NewRenderTargetID(width, height, filter)
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}
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// NewRenderTargetID returns an ID of a newly created texture.
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func NewTextureID(img image.Image, filter Filter) (TextureID, error) {
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if currentTextureFactory == nil {
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panic("graphics.NewTexture: currentTextureFactory is not set")
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}
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return currentTextureFactory.NewTextureID(img, filter)
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}
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