updated ebiten version from 2.7.9 to 2.9.9

This commit is contained in:
2026-06-15 19:06:55 +02:00
parent 21edbc41c4
commit db1b625069
405 changed files with 31913 additions and 12595 deletions
+26 -57
View File
@@ -15,59 +15,27 @@
package ebiten
import (
"fmt"
"image"
"math"
"sync/atomic"
"github.com/hajimehoshi/ebiten/v2/internal/atlas"
"github.com/hajimehoshi/ebiten/v2/internal/inputstate"
"github.com/hajimehoshi/ebiten/v2/internal/ui"
)
const screenShaderSrc = `//kage:unit pixels
var screenFilterEnabled atomic.Bool
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
// Blend source colors in a square region, which size is 1/scale.
scale := imageDstSize()/imageSrc0Size()
pos := srcPos
p0 := pos - 1/2.0/scale
p1 := pos + 1/2.0/scale
// Texels must be in the source rect, so it is not necessary to check.
c0 := imageSrc0UnsafeAt(p0)
c1 := imageSrc0UnsafeAt(vec2(p1.x, p0.y))
c2 := imageSrc0UnsafeAt(vec2(p0.x, p1.y))
c3 := imageSrc0UnsafeAt(p1)
// p is the p1 value in one pixel assuming that the pixel's upper-left is (0, 0) and the lower-right is (1, 1).
rate := clamp(fract(p1)*scale, 0, 1)
return mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)
}
`
var screenFilterEnabled = int32(1)
func isScreenFilterEnabled() bool {
return atomic.LoadInt32(&screenFilterEnabled) != 0
}
func setScreenFilterEnabled(enabled bool) {
v := int32(0)
if enabled {
v = 1
}
atomic.StoreInt32(&screenFilterEnabled, v)
func init() {
screenFilterEnabled.Store(true)
}
type gameForUI struct {
game Game
offscreen *Image
screen *Image
screenShader *Shader
imageDumper imageDumper
transparent bool
game Game
offscreen *Image
screen *Image
imageDumper imageDumper
transparent bool
}
func newGameForUI(game Game, transparent bool) *gameForUI {
@@ -75,13 +43,6 @@ func newGameForUI(game Game, transparent bool) *gameForUI {
game: game,
transparent: transparent,
}
s, err := NewShader([]byte(screenShaderSrc))
if err != nil {
panic(fmt.Sprintf("ebiten: compiling the screen shader failed: %v", err))
}
g.screenShader = s
return g
}
@@ -129,13 +90,12 @@ func (g *gameForUI) Layout(outsideWidth, outsideHeight float64) (float64, float6
outsideHeight = 1
}
// TODO: Add a new Layout function taking float values (#2285).
sw, sh := g.game.Layout(int(outsideWidth), int(outsideHeight))
return float64(sw), float64(sh)
}
func (g *gameForUI) UpdateInputState(fn func(*ui.InputState)) {
theInputState.update(fn)
inputstate.Get().Update(fn)
}
func (g *gameForUI) Update() error {
@@ -166,21 +126,30 @@ func (g *gameForUI) DrawFinalScreen(scale, offsetX, offsetY float64) {
return
}
DefaultDrawFinalScreen(g.screen, g.offscreen, geoM)
}
// DefaultDrawFinalScreen is the default implementation of [FinalScreenDrawer.DrawFinalScreen],
// used when a [Game] doesn't implement [FinalScreenDrawer].
//
// You can use DefaultDrawFinalScreen when you need the default implementation of [FinalScreenDrawer.DrawFinalScreen]
// in your implementation of [FinalScreenDrawer], for example.
func DefaultDrawFinalScreen(screen FinalScreen, offscreen *Image, geoM GeoM) {
scale := geoM.Element(0, 0)
switch {
case !isScreenFilterEnabled(), math.Floor(scale) == scale:
case !screenFilterEnabled.Load(), math.Floor(scale) == scale:
op := &DrawImageOptions{}
op.GeoM = geoM
g.screen.DrawImage(g.offscreen, op)
screen.DrawImage(offscreen, op)
case scale < 1:
op := &DrawImageOptions{}
op.GeoM = geoM
op.Filter = FilterLinear
g.screen.DrawImage(g.offscreen, op)
screen.DrawImage(offscreen, op)
default:
op := &DrawRectShaderOptions{}
op.Images[0] = g.offscreen
op := &DrawImageOptions{}
op.GeoM = geoM
w, h := g.offscreen.Bounds().Dx(), g.offscreen.Bounds().Dy()
g.screen.DrawRectShader(w, h, g.screenShader, op)
op.Filter = FilterPixelated
screen.DrawImage(offscreen, op)
}
}