ebiten/ui/cocoa/game_window.go

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package cocoa
// #include <stdlib.h>
//
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// #include "input.h"
//
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// @class EbitenGameWindow;
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// @class NSOpenGLContext;
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//
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// typedef EbitenGameWindow* EbitenGameWindowPtr;
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//
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// EbitenGameWindow* CreateGameWindow(size_t width, size_t height, const char* title, NSOpenGLContext* glContext);
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// NSOpenGLContext* CreateGLContext(NSOpenGLContext* sharedGLContext);
//
// void UseGLContext(NSOpenGLContext* glContext);
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// void UnuseGLContext(void);
//
import "C"
import (
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"github.com/hajimehoshi/go-ebiten/graphics"
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"github.com/hajimehoshi/go-ebiten/graphics/opengl"
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"github.com/hajimehoshi/go-ebiten/ui"
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"runtime"
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"time"
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"unsafe"
)
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type GameWindow struct {
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screenWidth int
screenHeight int
screenScale int
title string
native *C.EbitenGameWindow
pressedKeys map[ui.Key]struct{}
funcs chan func(*opengl.Context)
funcsDone chan struct{}
closed chan struct{}
events chan interface{}
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}
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var windows = map[*C.EbitenGameWindow]*GameWindow{}
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func newGameWindow(width, height, scale int, title string) *GameWindow {
return &GameWindow{
screenWidth: width,
screenHeight: height,
screenScale: scale,
title: title,
pressedKeys: map[ui.Key]struct{}{},
funcs: make(chan func(*opengl.Context)),
funcsDone: make(chan struct{}),
closed: make(chan struct{}),
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}
}
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func (w *GameWindow) run(graphicsSharedContext *opengl.SharedContext, sharedGLContext *C.NSOpenGLContext) {
cTitle := C.CString(w.title)
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defer C.free(unsafe.Pointer(cTitle))
ch := make(chan struct{})
go func() {
runtime.LockOSThread()
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glContext := C.CreateGLContext(sharedGLContext)
w.native = C.CreateGameWindow(C.size_t(w.screenWidth*w.screenScale),
C.size_t(w.screenHeight*w.screenScale),
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cTitle,
glContext)
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windows[w.native] = w
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close(ch)
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C.UseGLContext(glContext)
context := graphicsSharedContext.CreateContext(
w.screenWidth, w.screenHeight, w.screenScale)
C.UnuseGLContext()
defer func() {
C.UseGLContext(glContext)
context.Dispose()
C.UnuseGLContext()
}()
w.loop(context, glContext)
}()
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<-ch
}
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func (w *GameWindow) loop(context *opengl.Context, glContext *C.NSOpenGLContext) {
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for {
select {
case <-w.closed:
return
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case f := <-w.funcs:
// Wait 10 millisecond at least to avoid busy loop.
after := time.After(time.Duration(int64(time.Millisecond) * 10))
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C.UseGLContext(glContext)
f(context)
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C.UnuseGLContext()
<-after
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w.funcsDone <- struct{}{}
}
}
}
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func (w *GameWindow) Draw(f func(graphics.Context)) {
select {
case <-w.closed:
return
default:
}
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w.useGLContext(func(context *opengl.Context) {
context.Update(f)
})
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}
func (w *GameWindow) useGLContext(f func(*opengl.Context)) {
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w.funcs <- f
<-w.funcsDone
}
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func (w *GameWindow) Events() <-chan interface{} {
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if w.events != nil {
return w.events
}
w.events = make(chan interface{})
return w.events
}
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func (w *GameWindow) notify(e interface{}) {
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if w.events == nil {
return
}
go func() {
w.events <- e
}()
}
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// Now this function is not used anywhere.
//export ebiten_WindowSizeUpdated
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func ebiten_WindowSizeUpdated(nativeWindow C.EbitenGameWindowPtr, width, height int) {
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w := windows[nativeWindow]
e := ui.WindowSizeUpdatedEvent{width, height}
w.notify(e)
}
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func (w *GameWindow) keyStateUpdatedEvent() ui.KeyStateUpdatedEvent {
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keys := []ui.Key{}
for key, _ := range w.pressedKeys {
keys = append(keys, key)
}
return ui.KeyStateUpdatedEvent{
Keys: keys,
}
}
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var cocoaKeyCodeToKey = map[int]ui.Key{
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49: ui.KeySpace,
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123: ui.KeyLeft,
124: ui.KeyRight,
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125: ui.KeyDown,
126: ui.KeyUp,
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}
//export ebiten_KeyDown
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func ebiten_KeyDown(nativeWindow C.EbitenGameWindowPtr, keyCode int) {
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key, ok := cocoaKeyCodeToKey[keyCode]
if !ok {
return
}
w := windows[nativeWindow]
w.pressedKeys[key] = struct{}{}
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w.notify(w.keyStateUpdatedEvent())
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}
//export ebiten_KeyUp
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func ebiten_KeyUp(nativeWindow C.EbitenGameWindowPtr, keyCode int) {
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key, ok := cocoaKeyCodeToKey[keyCode]
if !ok {
return
}
w := windows[nativeWindow]
delete(w.pressedKeys, key)
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w.notify(w.keyStateUpdatedEvent())
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}
//export ebiten_MouseStateUpdated
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func ebiten_MouseStateUpdated(nativeWindow C.EbitenGameWindowPtr, inputType C.InputType, cx, cy C.int) {
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w := windows[nativeWindow]
if inputType == C.InputTypeMouseUp {
e := ui.MouseStateUpdatedEvent{-1, -1}
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w.notify(e)
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return
}
x, y := int(cx), int(cy)
x /= w.screenScale
y /= w.screenScale
if x < 0 {
x = 0
} else if w.screenWidth <= x {
x = w.screenWidth - 1
}
if y < 0 {
y = 0
} else if w.screenHeight <= y {
y = w.screenHeight - 1
}
e := ui.MouseStateUpdatedEvent{x, y}
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w.notify(e)
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}
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//export ebiten_WindowClosed
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func ebiten_WindowClosed(nativeWindow C.EbitenGameWindowPtr) {
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w := windows[nativeWindow]
close(w.closed)
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w.notify(ui.WindowClosedEvent{})
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delete(windows, nativeWindow)
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}