ImageRef implements Loader
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4 changed files with 33 additions and 12 deletions
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@ -20,7 +20,8 @@ var (
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imageCache = make(map[string]*ebiten.Image)
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imageCache = make(map[string]*ebiten.Image)
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// Ensure SceneRef does the same stuff as Scene.
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// Ensure ref types satisfy interfaces.
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_ Loader = &ImageRef{}
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_ Scener = &SceneRef{}
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_ Scener = &SceneRef{}
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)
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)
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@ -52,36 +53,43 @@ func (r *AnimRef) Anim() *Anim {
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// ImageRef loads images from the AssetFS into *ebiten.Image form.
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// ImageRef loads images from the AssetFS into *ebiten.Image form.
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// It is your responsibility to import _ "image/..." for whatever
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// It is your responsibility to import _ "image/..." for whatever
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// format the files are in.
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// format the files are in, and to load it (either return it as a
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// subcomponent from Scan so that Game will Load it, or call Load
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// yourself).
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type ImageRef struct {
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type ImageRef struct {
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Path string
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Path string
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image *ebiten.Image
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image *ebiten.Image
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}
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}
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// Image returns the image. If it hasn't been loaded yet, it loads.
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// Image returns the image, or nil if not loaded.
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// Multiple distinct ImageRefs can use the same path.
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// Multiple distinct ImageRefs can use the same path.
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// TODO: adopt Loader?
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func (r *ImageRef) Image() *ebiten.Image {
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func (r *ImageRef) Image() *ebiten.Image {
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if r.image != nil {
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return r.image
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return r.image
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}
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}
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// Load loads the image. Load is required before Image returns.
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// Loading the same path multiple times uses a cache to return
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// the same image.
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func (r *ImageRef) Load() error {
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// Fast path load from cache
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r.image = imageCache[r.Path]
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r.image = imageCache[r.Path]
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if r.image != nil {
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if r.image != nil {
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return r.image
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return nil
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}
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}
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// Slow path
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f, err := AssetFS.Open(r.Path)
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f, err := AssetFS.Open(r.Path)
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if err != nil {
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if err != nil {
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log.Fatalf("Couldn't open asset: %v", err)
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return err
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}
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}
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defer f.Close()
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defer f.Close()
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i, _, err := image.Decode(f)
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i, _, err := image.Decode(f)
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if err != nil {
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if err != nil {
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log.Fatalf("Couldn't decode asset: %v", err)
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return err
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}
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}
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r.image = ebiten.NewImageFromImage(i)
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r.image = ebiten.NewImageFromImage(i)
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imageCache[r.Path] = r.image
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imageCache[r.Path] = r.image
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return r.image
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return nil
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}
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}
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// SceneRef loads a gzipped, gob-encoded Scene from the asset FS.
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// SceneRef loads a gzipped, gob-encoded Scene from the asset FS.
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@ -13,6 +13,7 @@ var (
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_ Drawer = &Image{}
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_ Drawer = &Image{}
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_ DrawOrderer = &Image{}
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_ DrawOrderer = &Image{}
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_ ParallaxScaler = &Image{}
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_ ParallaxScaler = &Image{}
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_ Scanner = &Image{}
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)
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)
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func init() {
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func init() {
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@ -36,3 +37,6 @@ func (i *Image) Draw(screen *ebiten.Image, opts ebiten.DrawImageOptions) {
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opts.GeoM = geom
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opts.GeoM = geom
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screen.DrawImage(i.Src.Image(), &opts)
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screen.DrawImage(i.Src.Image(), &opts)
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}
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}
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// Scan returns a slice containing Src.
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func (i *Image) Scan() []interface{} { return []interface{}{&i.Src} }
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@ -51,7 +51,12 @@ func (s *Sprite) Draw(screen *ebiten.Image, opts ebiten.DrawImageOptions) {
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screen.DrawImage(src.SubImage(image.Rectangle{sp, sp.Add(s.FrameSize)}).(*ebiten.Image), &opts)
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screen.DrawImage(src.SubImage(image.Rectangle{sp, sp.Add(s.FrameSize)}).(*ebiten.Image), &opts)
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}
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}
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func (s *Sprite) Scan() []interface{} { return []interface{}{&s.Actor} }
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func (s *Sprite) Scan() []interface{} {
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return []interface{}{
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&s.Actor,
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&s.Src,
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}
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}
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func (s *Sprite) SetAnim(a *Anim) {
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func (s *Sprite) SetAnim(a *Anim) {
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if s.anim != a {
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if s.anim != a {
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@ -13,6 +13,7 @@ var (
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_ Collider = &Tilemap{}
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_ Collider = &Tilemap{}
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_ Drawer = &Tilemap{}
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_ Drawer = &Tilemap{}
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_ DrawOrderer = &Tilemap{}
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_ DrawOrderer = &Tilemap{}
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_ Scanner = &Tilemap{}
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_ Updater = &Tilemap{}
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_ Updater = &Tilemap{}
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)
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)
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@ -86,6 +87,9 @@ func (t *Tilemap) Draw(screen *ebiten.Image, opts ebiten.DrawImageOptions) {
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}
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}
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}
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}
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// Scan returns a slice containing Src.
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func (t *Tilemap) Scan() []interface{} { return []interface{}{&t.Src} }
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// Update calls Update on any tiles that are Updaters, e.g. AnimatedTile.
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// Update calls Update on any tiles that are Updaters, e.g. AnimatedTile.
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func (t *Tilemap) Update() error {
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func (t *Tilemap) Update() error {
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if t.Disabled {
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if t.Disabled {
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