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feat: add realtime vis
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@ -3,6 +3,10 @@ An EEW system for Linux using JMA data provided by the Wolfx Project.
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This software comes with zero guarantee. This software could fail at any time. I made this since there were no better free and open source alternatives for Linux.
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This software comes with zero guarantee. This software could fail at any time. I made this since there were no better free and open source alternatives for Linux.
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# Real time vis
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**VERY IMPORTANT**:
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Because of how the real time visualisation is implemented, you will have to restart the process when you close the realtime visualisation window.
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# Installation
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# Installation
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## Linux
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## Linux
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Install the `ontake-hayai-git` package from the AUR if on Arch. For other distros you can just build `hayai` from source with `go build` (only `go` is required).
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Install the `ontake-hayai-git` package from the AUR if on Arch. For other distros you can just build `hayai` from source with `go build` (only `go` is required).
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@ -9,6 +9,7 @@ import (
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"image/color"
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"image/color"
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"log"
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"log"
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"math"
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"math"
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"os"
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"time"
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"time"
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"github.com/disintegration/imaging"
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"github.com/disintegration/imaging"
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@ -34,8 +35,7 @@ var Displaying bool
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func (g *Game) Update() error {
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func (g *Game) Update() error {
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if ebiten.IsWindowBeingClosed() {
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if ebiten.IsWindowBeingClosed() {
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Displaying = false
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os.Exit(0)
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return ebiten.Termination
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}
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}
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return nil // Add kill after timer TODO
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return nil // Add kill after timer TODO
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}
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}
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@ -160,7 +160,7 @@ func Render(event jmaeew.JMAEEW) {
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ebiten.SetWindowPosition(screenW/2-config.Config.RealtimeVisRenderSize/2, screenH/2-config.Config.RealtimeVisRenderSize/2)
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ebiten.SetWindowPosition(screenW/2-config.Config.RealtimeVisRenderSize/2, screenH/2-config.Config.RealtimeVisRenderSize/2)
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ebiten.SetVsyncEnabled(true)
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ebiten.SetVsyncEnabled(true)
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ebiten.SetWindowClosingHandled(true)
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ebiten.SetWindowClosingHandled(true)
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if err := ebiten.RunGameWithOptions(gameData, &ebiten.RunGameOptions{ScreenTransparent: true}); err != nil {
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if err := ebiten.RunGameWithOptions(gameData, &ebiten.RunGameOptions{}); err != nil {
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log.Fatal(err)
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log.Fatal(err)
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}
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}
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}
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}
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