pass assets FS into Load - cleaner?
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parent
eb2929f6cc
commit
7e76032ee2
4 changed files with 10 additions and 10 deletions
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@ -4,6 +4,7 @@ import (
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"compress/gzip"
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"compress/gzip"
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"encoding/gob"
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"encoding/gob"
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"image"
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"image"
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"io/fs"
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"log"
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"log"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2"
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@ -69,14 +70,14 @@ func (r *ImageRef) Image() *ebiten.Image {
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// Load loads the image. Load is required before Image returns.
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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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// Loading the same path multiple times uses a cache to return
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// the same image.
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// the same image.
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func (r *ImageRef) Load(g *Game) error {
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func (r *ImageRef) Load(assets fs.FS) error {
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// Fast path load from cache
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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 nil
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return nil
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}
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}
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// Slow path
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// Slow path
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f, err := g.AssetFS.Open(r.Path)
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f, err := assets.Open(r.Path)
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if err != nil {
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if err != nil {
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return err
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return err
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}
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}
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@ -106,8 +107,8 @@ type SceneRef struct {
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}
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}
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// Load loads the scene from the file.
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// Load loads the scene from the file.
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func (r *SceneRef) Load(g *Game) error {
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func (r *SceneRef) Load(assets fs.FS) error {
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f, err := g.AssetFS.Open(r.Path)
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f, err := assets.Open(r.Path)
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if err != nil {
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if err != nil {
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return err
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return err
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}
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}
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@ -15,7 +15,6 @@ func init() {
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// One component must be the designated root component - usually a
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// One component must be the designated root component - usually a
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// scene of some kind.
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// scene of some kind.
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type Game struct {
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type Game struct {
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AssetFS fs.FS
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ScreenWidth int
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ScreenWidth int
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ScreenHeight int
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ScreenHeight int
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Root DrawUpdater // typically a *Scene or SceneRef though
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Root DrawUpdater // typically a *Scene or SceneRef though
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@ -90,13 +89,13 @@ func Walk(c interface{}, v func(interface{}) error) error {
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// Load calls Load on all Loaders reachable via Scan (using Walk).
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// Load calls Load on all Loaders reachable via Scan (using Walk).
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// It stops on the first error.
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// It stops on the first error.
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func (g *Game) Load() error {
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func (g *Game) Load(assets fs.FS) error {
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return Walk(g.Root, func(c interface{}) error {
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return Walk(g.Root, func(c interface{}) error {
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l, ok := c.(Loader)
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l, ok := c.(Loader)
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if !ok {
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if !ok {
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return nil
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return nil
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}
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}
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return l.Load(g)
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return l.Load(assets)
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})
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})
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}
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}
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@ -2,6 +2,7 @@ package engine
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import (
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import (
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"image"
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"image"
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"io/fs"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2"
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)
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)
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@ -39,7 +40,7 @@ type Identifier interface {
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// Loader components get the chance to load themselves. This happens
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// Loader components get the chance to load themselves. This happens
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// before preparation.
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// before preparation.
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type Loader interface {
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type Loader interface {
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Load(game *Game) error
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Load(fs.FS) error
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}
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}
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// ParallaxScaler components have a scaling factor. This is used for
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// ParallaxScaler components have a scaling factor. This is used for
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3
main.go
3
main.go
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@ -102,7 +102,6 @@ func main() {
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}
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}
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game := &engine.Game{
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game := &engine.Game{
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AssetFS: assets,
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ScreenHeight: 240,
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ScreenHeight: 240,
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ScreenWidth: 320,
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ScreenWidth: 320,
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Root: &engine.Scene{
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Root: &engine.Scene{
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@ -119,7 +118,7 @@ func main() {
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},
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},
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},
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},
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}
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}
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if err := game.Load(); err != nil {
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if err := game.Load(assets); err != nil {
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log.Fatalf("Loading error: %v", err)
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log.Fatalf("Loading error: %v", err)
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}
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}
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game.Prepare()
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game.Prepare()
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