ebiten/internal/ui/ui_glfw.go

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// Copyright 2015 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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// +build !js
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package ui
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import (
"fmt"
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"runtime"
"time"
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"github.com/go-gl/glfw/v3.1/glfw"
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"github.com/hajimehoshi/ebiten/internal/graphics/opengl"
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)
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func Now() int64 {
return time.Now().UnixNano()
}
var currentUI *userInterface
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func Init() *opengl.Context {
runtime.LockOSThread()
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err := glfw.Init()
if err != nil {
panic(fmt.Sprintf("glfw.Init() fails: %v", err))
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}
glfw.WindowHint(glfw.Visible, glfw.False)
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glfw.WindowHint(glfw.Resizable, glfw.False)
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glfw.WindowHint(glfw.ContextVersionMajor, 2)
glfw.WindowHint(glfw.ContextVersionMinor, 1)
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// As start, create an window with temporary size to create OpenGL context thread.
window, err := glfw.CreateWindow(16, 16, "", nil, nil)
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if err != nil {
panic(err)
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}
u := &userInterface{
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window: window,
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}
ch := make(chan struct{})
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go func() {
runtime.LockOSThread()
u.window.MakeContextCurrent()
glfw.SwapInterval(1)
u.context = opengl.NewContext()
close(ch)
u.context.Loop()
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}()
currentUI = u
<-ch
u.context.Init()
return u.context
}
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func Start(width, height, scale int, title string) (actualScale int, err error) {
return currentUI.start(width, height, scale, title)
}
func Terminate() {
currentUI.terminate()
}
func DoEvents() error {
return currentUI.doEvents()
}
func IsClosed() bool {
return currentUI.isClosed()
}
func SwapBuffers() {
currentUI.swapBuffers()
}
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func SetScreenSize(width, height int) (bool, int) {
result := currentUI.setScreenSize(width, height, currentUI.scale)
return result, currentUI.actualScale
}
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func SetScreenScale(scale int) (bool, int) {
result := currentUI.setScreenSize(currentUI.width, currentUI.height, scale)
return result, currentUI.actualScale
}
type userInterface struct {
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window *glfw.Window
width int
height int
scale int
actualScale int
context *opengl.Context
}
func (u *userInterface) start(width, height, scale int, title string) (actualScale int, err error) {
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u.setScreenSize(width, height, scale)
u.window.SetTitle(title)
u.window.Show()
videoMode := glfw.GetPrimaryMonitor().GetVideoMode()
x := (videoMode.Width - width*adjustScaleForGLFW(scale)) / 2
y := (videoMode.Height - height*adjustScaleForGLFW(scale)) / 3
u.window.SetPos(x, y)
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return u.actualScale, nil
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}
func (u *userInterface) pollEvents() error {
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glfw.PollEvents()
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return updateInput(u.window, u.scale)
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}
func (u *userInterface) doEvents() error {
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if err := u.pollEvents(); err != nil {
return err
}
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for u.window.GetAttrib(glfw.Focused) == 0 {
time.Sleep(time.Second / 60)
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if err := u.pollEvents(); err != nil {
return err
}
}
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return nil
}
func (u *userInterface) terminate() {
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glfw.Terminate()
}
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func (u *userInterface) isClosed() bool {
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return u.window.ShouldClose()
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}
func (u *userInterface) swapBuffers() {
// Call glFinish before glfwSwapBuffer to make sure
// all OpenGL tasks are executed.
u.context.Finish()
u.context.RunOnContextThread(func() {
u.window.SwapBuffers()
})
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}
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func (u *userInterface) setScreenSize(width, height, scale int) bool {
if u.width == width && u.height == height && u.scale == scale {
return false
}
// To make sure the current existing framebuffers are rendered,
// swap buffers here before SetSize is called.
u.context.BindZeroFramebuffer()
u.swapBuffers()
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ch := make(chan struct{})
window := u.window
window.SetFramebufferSizeCallback(func(w *glfw.Window, width, height int) {
window.SetFramebufferSizeCallback(nil)
close(ch)
})
window.SetSize(width*adjustScaleForGLFW(scale), height*adjustScaleForGLFW(scale))
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event:
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for {
glfw.PollEvents()
select {
case <-ch:
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break event
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default:
}
}
u.width = width
u.height = height
u.scale = scale
// For retina displays, recalculate the scale with the framebuffer size.
windowWidth, _ := window.GetFramebufferSize()
u.actualScale = windowWidth / width
return true
}