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- // 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.
- 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
- }
- s := gophersImage.Bounds().Size()
- op := &ebiten.DrawImageOptions{}
- // For the details, see examples/rotate.
- op.GeoM.Translate(-float64(s.X)/2, -float64(s.Y)/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.
- 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 (Ebitengine Demo)")
- if err := ebiten.RunGame(&Game{}); err != nil {
- log.Fatal(err)
- }
- }
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