WASM Texture Caching
* Refactor texture caching in render.Engine: * New interface method: NewTexture(filename string, image.Image) * WASM immediately encodes the image to PNG and generates a JavaScript `Image()` object to load it with a data URI and keep it in memory. * SDL2 saves the bitmap to disk as it did before. * WASM: deprecate the sessionStorage for holding image data. Session storage methods panic if called. The image data is directly kept in Go memory as a js.Value holding an Image(). * Shared Memory workaround: the level.Chunk.ToBitmap() function is where chunk textures get cached, but it had no access to the render.Engine used in the game. The `pkg/shmem` package holds global pointers to common structures like the CurrentRenderEngine as a work-around. * Also shmem.Flash() so Doodle can make its d.Flash() function globally available, any sub-package can now flash text to the screen regardless of source code location. * JavaScript API for Doodads now has a global Flash() function available. * WASM: Handle window resize so Doodle can recompute its dimensions instead of scaling/shrinking the view.
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@ -28,10 +28,12 @@ func GetCanvas(id string) Canvas {
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// ClientW returns the client width.
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func (c Canvas) ClientW() int {
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return c.Value.Get("clientWidth").Int()
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return js.Global().Get("window").Get("innerWidth").Int()
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// return c.Value.Get("clientWidth").Int()
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}
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// ClientH returns the client height.
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func (c Canvas) ClientH() int {
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return c.Value.Get("clientHeight").Int()
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return js.Global().Get("window").Get("innerHeight").Int()
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// return c.Value.Get("clientHeight").Int()
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}
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@ -1,13 +1,16 @@
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package canvas
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import (
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"bytes"
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"encoding/base64"
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"errors"
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"image"
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"image/png"
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"syscall/js"
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"time"
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"git.kirsle.net/apps/doodle/lib/events"
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"git.kirsle.net/apps/doodle/lib/render"
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"git.kirsle.net/apps/doodle/pkg/wasm"
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)
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// Engine implements a rendering engine targeting an HTML canvas for
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@ -20,8 +23,9 @@ type Engine struct {
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ticks uint32
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// Private fields.
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events *events.State
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running bool
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events *events.State
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running bool
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textures map[string]*Texture // cached texture PNG images
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// Event channel. WASM subscribes to events asynchronously using the
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// JavaScript APIs, whereas SDL2 polls the event queue which orders them
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@ -40,6 +44,7 @@ func New(canvasID string) (*Engine, error) {
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width: canvas.ClientW(),
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height: canvas.ClientH(),
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queue: make(chan Event, 1024),
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textures: map[string]*Texture{},
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}
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return engine, nil
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@ -47,6 +52,14 @@ func New(canvasID string) (*Engine, error) {
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// WindowSize returns the size of the canvas window.
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func (e *Engine) WindowSize() (w, h int) {
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// Good time to recompute it first?
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var (
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window = js.Global().Get("window")
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width = window.Get("innerWidth").Int()
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height = window.Get("innerHeight").Int()
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)
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e.canvas.Value.Set("width", width)
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e.canvas.Value.Set("height", height)
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return e.canvas.ClientW(), e.canvas.ClientH()
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}
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@ -70,10 +83,58 @@ func (e *Engine) Present() error {
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type Texture struct {
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data string // data:image/png URI
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image js.Value // DOM image element
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canvas js.Value // Warmed up canvas element
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ctx2d js.Value // 2D drawing context for the canvas.
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width int
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height int
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}
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// NewTexture caches a texture from a bitmap.
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func (e *Engine) NewTexture(filename string, img image.Image) (render.Texturer, error) {
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var (
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fh = bytes.NewBuffer([]byte{})
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imageSize = img.Bounds().Size()
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width = imageSize.X
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height = imageSize.Y
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)
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// Encode to PNG format.
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if err := png.Encode(fh, img); err != nil {
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return nil, err
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}
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var dataURI = "data:image/png;base64," + base64.StdEncoding.EncodeToString(fh.Bytes())
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tex := &Texture{
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data: dataURI,
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width: width,
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height: height,
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}
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// Preheat a cached Canvas object.
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canvas := js.Global().Get("document").Call("createElement", "canvas")
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canvas.Set("width", width)
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canvas.Set("height", height)
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tex.canvas = canvas
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ctx2d := canvas.Call("getContext", "2d")
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tex.ctx2d = ctx2d
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// Load as a JS Image object.
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image := js.Global().Call("eval", "new Image()")
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image.Call("addEventListener", "load", js.FuncOf(func(this js.Value, args []js.Value) interface{} {
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ctx2d.Call("drawImage", image, 0, 0)
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return nil
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}))
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image.Set("src", tex.data)
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tex.image = image
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// Cache the texture in memory.
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e.textures[filename] = tex
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return tex, nil
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}
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// Size returns the dimensions of the texture.
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func (t *Texture) Size() render.Rect {
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return render.NewRect(int32(t.width), int32(t.height))
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@ -82,37 +143,21 @@ func (t *Texture) Size() render.Rect {
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// NewBitmap initializes a texture from a bitmap image. The image is stored
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// in HTML5 Session Storage.
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func (e *Engine) NewBitmap(filename string) (render.Texturer, error) {
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if data, ok := wasm.GetSession(filename); ok {
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img := js.Global().Get("document").Call("createElement", "img")
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img.Set("src", data)
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return &Texture{
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data: data,
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image: img,
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width: 60, // TODO
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height: 60,
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}, nil
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if tex, ok := e.textures[filename]; ok {
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return tex, nil
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}
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panic("no bitmap for " + filename)
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return nil, errors.New("no bitmap data stored for " + filename)
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}
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var TODO int
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// Copy a texturer bitmap onto the canvas.
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func (e *Engine) Copy(t render.Texturer, src, dist render.Rect) {
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tex := t.(*Texture)
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// image := js.Global().Get("document").Call("createElement", "img")
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// image.Set("src", tex.data)
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// e.canvas.ctx2d.Call("drawImage", tex.image, dist.X, dist.Y)
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e.canvas.ctx2d.Call("drawImage", tex.canvas, dist.X, dist.Y)
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// log.Info("drawing image just this once")
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e.canvas.ctx2d.Call("drawImage", tex.image, dist.X, dist.Y)
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// TODO++
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// if TODO > 200 {
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// log.Info("I exited at engine.Copy for canvas engine")
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// os.Exit(0)
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// }
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}
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// Delay for a moment.
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@ -15,6 +15,7 @@ const (
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ClickEvent
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KeyEvent
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ResizeEvent
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WindowEvent
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)
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// Event object queues up asynchronous JavaScript events to be processed linearly.
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@ -36,6 +37,19 @@ type Event struct {
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// AddEventListeners sets up bindings to collect events from the browser.
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func (e *Engine) AddEventListeners() {
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// Window resize.
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js.Global().Get("window").Call(
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"addEventListener",
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"resize",
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js.FuncOf(func(this js.Value, args []js.Value) interface{} {
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e.queue <- Event{
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Name: "resize",
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Class: WindowEvent,
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}
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return nil
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}),
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)
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// Mouse movement.
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e.canvas.Value.Call(
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"addEventListener",
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@ -149,6 +163,8 @@ func (e *Engine) Poll() (*events.State, error) {
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for event := e.PollEvent(); event != nil; event = e.PollEvent() {
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switch event.Class {
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case WindowEvent:
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s.Resized.Push(true)
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case MouseEvent:
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s.CursorX.Push(int32(event.X))
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s.CursorY.Push(int32(event.Y))
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@ -2,6 +2,7 @@ package render
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import (
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"fmt"
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"image"
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"math"
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"git.kirsle.net/apps/doodle/lib/events"
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@ -32,6 +33,7 @@ type Engine interface {
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// Texture caching.
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NewBitmap(filename string) (Texturer, error)
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NewTexture(filename string, img image.Image) (Texturer, error)
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Copy(t Texturer, src, dst Rect)
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// Delay for a moment using the render engine's delay method,
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@ -2,9 +2,12 @@ package sdl
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import (
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"fmt"
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"image"
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"os"
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"git.kirsle.net/apps/doodle/lib/render"
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"github.com/veandco/go-sdl2/sdl"
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"golang.org/x/image/bmp"
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)
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// Copy a texture into the renderer.
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@ -25,6 +28,18 @@ type Texture struct {
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height int32
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}
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// NewTexture caches an SDL texture from a bitmap.
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func (r *Renderer) NewTexture(filename string, img image.Image) (render.Texturer, error) {
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fh, err := os.Create(filename)
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if err != nil {
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return nil, err
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}
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defer fh.Close()
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err = bmp.Encode(fh, img)
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return nil, err
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}
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// Size returns the dimensions of the texture.
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func (t *Texture) Size() render.Rect {
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return render.NewRect(t.width, t.height)
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