ebiten/ui.go

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/*
Copyright 2014 Hajime Hoshi
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
*/
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package ebiten
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import (
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"errors"
"fmt"
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glfw "github.com/go-gl/glfw3"
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"image"
"runtime"
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)
func init() {
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glfw.SetErrorCallback(func(err glfw.ErrorCode, desc string) {
panic(fmt.Sprintf("%v: %v\n", err, desc))
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})
}
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type ui struct {
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window *glfw.Window
scale int
graphicsContext *graphicsContext
input input
funcs chan func()
funcsDone chan struct{}
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}
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func newUI(game Game, width, height, scale int, title string) (*ui, error) {
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if !glfw.Init() {
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return nil, errors.New("glfw.Init() fails")
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}
glfw.WindowHint(glfw.Resizable, glfw.False)
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window, err := glfw.CreateWindow(width*scale, height*scale, title, nil, nil)
if err != nil {
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return nil, err
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}
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u := &ui{
window: window,
scale: scale,
funcs: make(chan func()),
funcsDone: make(chan struct{}),
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}
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u.run(width, height, scale)
// For retina displays, recalculate the scale with the framebuffer size.
windowWidth, _ := window.GetFramebufferSize()
realScale := windowWidth / width
u.use(func() {
u.graphicsContext, err = newGraphicsContext(width, height, realScale)
})
if err != nil {
return nil, err
}
return u, nil
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}
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func (u *ui) doEvents() {
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glfw.PollEvents()
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u.update()
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}
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func (u *ui) terminate() {
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glfw.Terminate()
}
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func (u *ui) isClosed() bool {
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return u.window.ShouldClose()
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}
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func (u *ui) drawGame(game Game) error {
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return u.draw(game)
}
func (u *ui) draw(game Game) (err error) {
u.use(func() {
u.graphicsContext.preUpdate()
})
if err = game.Draw(&syncGraphicsContext{u}); err != nil {
return
}
u.use(func() {
u.graphicsContext.postUpdate()
u.window.SwapBuffers()
})
return
}
func (u *ui) newTextureID(img image.Image, filter int) (TextureID, error) {
var id TextureID
var err error
u.use(func() {
id, err = idsInstance.createTexture(img, filter)
})
return id, err
}
func (u *ui) newRenderTargetID(width, height int, filter int) (RenderTargetID, error) {
var id RenderTargetID
var err error
u.use(func() {
id, err = idsInstance.createRenderTarget(width, height, filter)
})
return id, err
}
func (u *ui) run(width, height, scale int) {
go func() {
runtime.LockOSThread()
u.window.MakeContextCurrent()
glfw.SwapInterval(1)
for {
(<-u.funcs)()
u.funcsDone <- struct{}{}
}
}()
}
func (u *ui) use(f func()) {
u.funcs <- f
<-u.funcsDone
}
func (u *ui) update() {
u.input.update(u.window, u.scale)
}