ebiten/ui/cocoa/cocoa.go

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package cocoa
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// #cgo CFLAGS: -x objective-c
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// #cgo LDFLAGS: -framework Cocoa -framework OpenGL
//
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// #include <stdlib.h>
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// #include "input.h"
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//
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// void Start(size_t width, size_t height, size_t scale, const char* title);
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// void PollEvents(void);
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// void BeginDrawing(void);
// void EndDrawing(void);
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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/graphics"
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"github.com/hajimehoshi/go-ebiten/graphics/opengl"
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"runtime"
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"sync"
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"unsafe"
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)
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func init() {
runtime.LockOSThread()
}
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type GameContext struct {
screenWidth int
screenHeight int
inputState ebiten.InputState
}
func (context *GameContext) ScreenWidth() int {
return context.screenWidth
}
func (context *GameContext) ScreenHeight() int {
return context.screenHeight
}
func (context *GameContext) InputState() ebiten.InputState {
return context.inputState
}
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type UI struct {
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screenWidth int
screenHeight int
screenScale int
title string
graphicsDevice *opengl.Device
gameContext *GameContext
gameContextLock sync.Mutex
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}
var currentUI *UI
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func New(screenWidth, screenHeight, screenScale int, title string) *UI {
if currentUI != nil {
panic("UI can't be duplicated.")
}
ui := &UI{
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screenWidth: screenWidth,
screenHeight: screenHeight,
screenScale: screenScale,
title: title,
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gameContext: &GameContext{
screenWidth: screenWidth,
screenHeight: screenHeight,
inputState: ebiten.InputState{-1, -1},
},
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gameContextLock: sync.Mutex{},
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}
currentUI = ui
return ui
}
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func (ui *UI) Start() {
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cTitle := C.CString(ui.title)
defer C.free(unsafe.Pointer(cTitle))
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C.Start(C.size_t(ui.screenWidth),
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C.size_t(ui.screenHeight),
C.size_t(ui.screenScale),
cTitle)
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ui.graphicsDevice = opengl.NewDevice(
ui.screenWidth,
ui.screenHeight,
ui.screenScale)
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}
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func (ui *UI) PollEvents() {
C.PollEvents()
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}
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func (ui *UI) InitTextures(f func(graphics.TextureFactory)) {
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C.BeginDrawing()
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f(ui.graphicsDevice.TextureFactory())
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C.EndDrawing()
}
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func (ui *UI) Update(f func(ebiten.GameContext)) {
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ui.gameContextLock.Lock()
defer ui.gameContextLock.Unlock()
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f(ui.gameContext)
}
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func (ui *UI) Draw(f func(graphics.Context)) {
C.BeginDrawing()
ui.graphicsDevice.Update(f)
C.EndDrawing()
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}
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//export ebiten_InputUpdated
func ebiten_InputUpdated(inputType C.InputType, cx, cy C.int) {
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ui := currentUI
ui.gameContextLock.Lock()
defer ui.gameContextLock.Unlock()
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if inputType == C.InputTypeMouseUp {
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ui.gameContext.inputState = ebiten.InputState{-1, -1}
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return
}
x, y := int(cx), int(cy)
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x /= ui.screenScale
y /= ui.screenScale
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if x < 0 {
x = 0
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} else if ui.screenWidth <= x {
x = ui.screenWidth - 1
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}
if y < 0 {
y = 0
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} else if ui.screenHeight <= y {
y = ui.screenHeight - 1
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}
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ui.gameContext.inputState = ebiten.InputState{x, y}
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}