ebiten/gamecontext.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.
package ebiten
import (
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audio "github.com/hajimehoshi/ebiten/exp/audio/internal"
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"github.com/hajimehoshi/ebiten/internal/graphics"
"github.com/hajimehoshi/ebiten/internal/graphics/internal/opengl"
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"github.com/hajimehoshi/ebiten/internal/ui"
"image"
)
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var glContext *opengl.Context
func init() {
ui.Init()
ui.ExecOnUIThread(func() {
glContext = opengl.NewContext()
})
audio.Init()
}
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// IsKeyPressed returns a boolean indicating whether key is pressed.
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func IsKeyPressed(key Key) bool {
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return ui.IsKeyPressed(ui.Key(key))
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}
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// CursorPosition returns a position of a mouse cursor.
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func CursorPosition() (x, y int) {
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return ui.CursorPosition()
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}
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// IsMouseButtonPressed returns a boolean indicating whether mouseButton is pressed.
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func IsMouseButtonPressed(mouseButton MouseButton) bool {
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return ui.IsMouseButtonPressed(ui.MouseButton(mouseButton))
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}
// GamepadAxisNum returns the number of axes of the gamepad.
//
// NOTE: Gamepad API is available only on desktops, Chrome and Firefox.
// To use this API, browsers might require rebooting the browser.
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func GamepadAxisNum(id int) int {
return ui.GamepadAxisNum(id)
}
// GamepadAxis returns the float value [-1.0 - 1.0] of the axis.
//
// NOTE: Gamepad API is available only on desktops, Chrome and Firefox.
// To use this API, browsers might require rebooting the browser.
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func GamepadAxis(id int, axis int) float64 {
return ui.GamepadAxis(id, axis)
}
// GamepadButtonNum returns the number of the buttons of the gamepad.
//
// NOTE: Gamepad API is available only on desktops, Chrome and Firefox.
// To use this API, browsers might require rebooting the browser.
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func GamepadButtonNum(id int) int {
return ui.GamepadButtonNum(id)
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}
// IsGamepadButtonPressed returns the boolean indicating the buttons is pressed or not.
//
// NOTE: Gamepad API is available only on desktops, Chrome and Firefox.
// To use this API, browsers might require rebooting the browser.
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func IsGamepadButtonPressed(id int, button GamepadButton) bool {
return ui.IsGamepadButtonPressed(id, ui.GamepadButton(button))
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}
// NewImage returns an empty image.
//
// NewImage generates a new texture and a new framebuffer.
// Be careful that image objects will never be released
// even though nothing refers the image object and GC works.
// It is because there is no way to define finalizers for Go objects if you use GopherJS.
func NewImage(width, height int, filter Filter) (*Image, error) {
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var img *Image
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var err error
useGLContext(func(c *opengl.Context) {
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var texture *graphics.Texture
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var framebuffer *graphics.Framebuffer
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texture, err = graphics.NewTexture(c, width, height, glFilter(c, filter))
if err != nil {
return
}
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framebuffer, err = graphics.NewFramebufferFromTexture(c, texture)
if err != nil {
return
}
img = &Image{framebuffer: framebuffer, texture: texture}
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})
if err != nil {
return nil, err
}
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if err := img.Clear(); err != nil {
return nil, err
}
return img, nil
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}
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// NewImageFromImage creates a new image with the given image (img).
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//
// NewImageFromImage generates a new texture and a new framebuffer.
// Be careful that image objects will never be released
// even though nothing refers the image object and GC works.
// It is because there is no way to define finalizers for Go objects if you use GopherJS.
func NewImageFromImage(img image.Image, filter Filter) (*Image, error) {
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var eimg *Image
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var err error
useGLContext(func(c *opengl.Context) {
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var texture *graphics.Texture
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var framebuffer *graphics.Framebuffer
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texture, err = graphics.NewTextureFromImage(c, img, glFilter(c, filter))
if err != nil {
return
}
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framebuffer, err = graphics.NewFramebufferFromTexture(c, texture)
if err != nil {
return
}
eimg = &Image{framebuffer: framebuffer, texture: texture}
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})
if err != nil {
return nil, err
}
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return eimg, nil
}