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sedyh avatar sedyh commented on May 18, 2024 1

Hello, since the mizu's world implements the ebiten.Game interface, you can just insert it into your ebiten.Game implementation by connecting its methods. The screen borders that it inserts into Bounds() will also change.

Here is a complete example:

package main

import (
	"log"

	"github.com/sedyh/mizu/pkg/engine"

	"github.com/hajimehoshi/ebiten/v2"
)

func main() {
	ebiten.SetVsyncEnabled(false)
	ebiten.SetWindowResizingMode(ebiten.WindowResizingModeEnabled)
	if err := ebiten.RunGame(NewGame(engine.NewGame(NewSetup()))); err != nil {
		log.Fatal(err)
	}
}

type Setup struct{}

func NewSetup() *Setup {
	return &Setup{}
}

func (s *Setup) Setup(w engine.World) {
	// Register some systems here.
        // w.Bounds() will get a modified Layout() now.
}

type Game struct {
	e ebiten.Game
}

func NewGame(e ebiten.Game) *Game {
	return &Game{e}
}

func (g *Game) Update() error {
	return g.e.Update()
}

func (g *Game) Draw(screen *ebiten.Image) {
	g.e.Draw(screen)
}

func (g *Game) Layout(w, h int) (int, int) {
	// Modify your layout here.
	g.e.Layout(w, h)
	return w, h
}

from mizu.

sedyh avatar sedyh commented on May 18, 2024

Perhaps in the future, I can provide a separate callback for changing the layout, but for now this option will work.

from mizu.

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