ebiten/example/glut/main.go

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// Copyright 2013 Hajime Hoshi
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
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package main
// #cgo LDFLAGS: -framework GLUT -framework OpenGL
//
// #include <stdlib.h>
// #include <GLUT/glut.h>
//
// void display(void);
// void mouse(int button, int state, int x, int y);
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// void idle(void);
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//
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// static void setGlutFuncs(void) {
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// glutDisplayFunc(display);
// glutMouseFunc(mouse);
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// glutIdleFunc(idle);
// }
//
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import "C"
import (
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"github.com/hajimehoshi/go.ebiten"
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"github.com/hajimehoshi/go.ebiten/example/game/blank"
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"github.com/hajimehoshi/go.ebiten/example/game/monochrome"
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"github.com/hajimehoshi/go.ebiten/example/game/rects"
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"github.com/hajimehoshi/go.ebiten/example/game/rotating"
"github.com/hajimehoshi/go.ebiten/example/game/sprites"
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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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"os"
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"runtime"
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"time"
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"unsafe"
)
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type GlutInputEventState int
const (
GlutInputEventStateUp GlutInputEventState = iota
GlutInputEventStateDown
)
type GlutInputEvent struct {
State GlutInputEventState
X int
Y int
}
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type GlutUI struct {
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screenScale int
glutInputEventCh chan GlutInputEvent
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updating chan chan func()
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}
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var currentUI *GlutUI
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//export display
func display() {
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ch := make(chan func())
currentUI.updating <- ch
f := <-ch
f()
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C.glutSwapBuffers()
}
//export mouse
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func mouse(button, glutState, x, y C.int) {
var state GlutInputEventState
switch glutState {
case C.GLUT_UP:
state = GlutInputEventStateUp
case C.GLUT_DOWN:
state = GlutInputEventStateDown
default:
panic("invalid glutState")
}
currentUI.glutInputEventCh <- GlutInputEvent{
State: state,
X: int(x),
Y: int(y),
}
}
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//export idle
func idle() {
C.glutPostRedisplay()
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}
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func NewGlutUI(screenWidth, screenHeight, screenScale int) *GlutUI {
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ui := &GlutUI{
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screenScale: screenScale,
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glutInputEventCh: make(chan GlutInputEvent, 10),
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updating: make(chan chan func()),
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}
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cargs := []*C.char{}
for _, arg := range os.Args {
cargs = append(cargs, C.CString(arg))
}
defer func() {
for _, carg := range cargs {
C.free(unsafe.Pointer(carg))
}
}()
cargc := C.int(len(cargs))
C.glutInit(&cargc, &cargs[0])
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C.glutInitDisplayMode(C.GLUT_RGBA)
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C.glutInitWindowSize(
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C.int(screenWidth*screenScale),
C.int(screenHeight*screenScale))
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title := C.CString("Ebiten Demo")
defer C.free(unsafe.Pointer(title))
C.glutCreateWindow(title)
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C.setGlutFuncs()
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return ui
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}
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func (ui *GlutUI) Run() {
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C.glutMainLoop()
}
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func main() {
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runtime.GOMAXPROCS(runtime.NumCPU())
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gameName := ""
if 2 <= len(os.Args) {
gameName = os.Args[1]
}
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var game ebiten.Game
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switch gameName {
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case "blank":
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game = blank.New()
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case "monochrome":
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game = monochrome.New()
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case "rects":
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game = rects.New()
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case "rotating":
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game = rotating.New()
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case "sprites":
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game = sprites.New()
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default:
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game = rotating.New()
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}
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screenScale := 2
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currentUI = NewGlutUI(game.ScreenWidth(), game.ScreenHeight(), screenScale)
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input := make(chan ebiten.InputState)
go func() {
ch := currentUI.glutInputEventCh
var inputState ebiten.InputState
for {
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event := <-ch
switch event.State {
case GlutInputEventStateUp:
inputState.IsTapped = false
inputState.X = 0
inputState.Y = 0
case GlutInputEventStateDown:
inputState.IsTapped = true
inputState.X = event.X
inputState.Y = event.Y
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}
input <- inputState
}
}()
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graphicsDevice := opengl.NewDevice(
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game.ScreenWidth(), game.ScreenHeight(), screenScale,
currentUI.updating)
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game.Init(graphicsDevice.TextureFactory())
draw := graphicsDevice.Drawing()
go func() {
frameTime := time.Duration(int64(time.Second) / int64(game.Fps()))
update := time.Tick(frameTime)
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inputState := ebiten.InputState{}
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for {
select {
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case inputState = <-input:
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case <-update:
game.Update(inputState)
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inputState = ebiten.InputState{}
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case drawing := <-draw:
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ch := make(chan interface{})
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drawing <- func(g graphics.Context, offscreen graphics.Texture) {
game.Draw(g, offscreen)
close(ch)
}
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<-ch
}
}
}()
currentUI.Run()
}