Noah Petherbridge
215ed5c847
* The loading screen for Edit and Play modes is stable and the risk of game crash is removed. The root cause was the setupAsync() functions running on a background goroutine, and running SDL2 draw functions while NOT on the main thread, which causes problems. * The fix is all SDL2 Texture draws become lazy loaded: when the main thread is presenting, any Wallpaper or ui.Image that has no texture yet gets one created at that time from the cached image.Image. * All internal game logic then uses image.Image types, to cache bitmaps of Level Chunks, Wallpaper images, Sprite icons, etc. and the game is free to prepare these asynchronously; only the main thread ever Presents and the SDL2 textures initialize on first appearance. * Several functions had arguments cleaned up: Canvas.LoadLevel() does not need the render.Engine as (e.g. wallpaper) textures don't render at that stage.
69 lines
1.4 KiB
Go
69 lines
1.4 KiB
Go
package sprites
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import (
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"bytes"
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"errors"
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"image/png"
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"io/ioutil"
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"os"
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"runtime"
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"git.kirsle.net/apps/doodle/assets"
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"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/apps/doodle/pkg/wasm"
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"git.kirsle.net/go/render"
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"git.kirsle.net/go/ui"
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)
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// LoadImage loads a sprite as a ui.Image object. It checks Doodle's embedded
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// bindata, then the filesystem before erroring out.
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//
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// NOTE: only .png images supported as of now. TODO
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func LoadImage(e render.Engine, filename string) (*ui.Image, error) {
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// Try the bindata first.
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if data, err := assets.Asset(filename); err == nil {
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log.Debug("sprites.LoadImage: %s from bindata", filename)
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img, err := png.Decode(bytes.NewBuffer(data))
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if err != nil {
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return nil, err
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}
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return ui.ImageFromImage(img)
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}
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// WASM: try the file over HTTP ajax request.
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if runtime.GOOS == "js" {
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data, err := wasm.HTTPGet(filename)
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if err != nil {
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return nil, err
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}
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img, err := png.Decode(bytes.NewBuffer(data))
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if err != nil {
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return nil, err
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}
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return ui.ImageFromImage(img)
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}
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// Then try the file system.
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if _, err := os.Stat(filename); !os.IsNotExist(err) {
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log.Debug("sprites.LoadImage: %s from filesystem", filename)
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data, err := ioutil.ReadFile(filename)
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if err != nil {
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return nil, err
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}
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img, err := png.Decode(bytes.NewBuffer(data))
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if err != nil {
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return nil, err
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}
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return ui.ImageFromImage(img)
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}
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return nil, errors.New("no such sprite found")
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}
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