ebiten/canvas.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 (
"github.com/go-gl/gl"
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glfw "github.com/go-gl/glfw3"
"image"
"runtime"
)
type canvas struct {
window *glfw.Window
scale int
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graphicsContext *graphicsContext
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input input
funcs chan func()
funcsDone chan struct{}
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}
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func (c *canvas) draw(game Game) (err error) {
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c.use(func() {
c.graphicsContext.PreUpdate()
})
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if err = game.Draw(&syncGraphicsContext{c}); err != nil {
return
}
c.use(func() {
c.graphicsContext.PostUpdate()
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c.window.SwapBuffers()
})
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return
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}
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func (c *canvas) isClosed() bool {
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return c.window.ShouldClose()
}
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func (c *canvas) NewTextureID(img image.Image, filter Filter) (TextureID, error) {
var id TextureID
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var err error
c.use(func() {
glFilter := 0
switch filter {
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case FilterNearest:
glFilter = gl.NEAREST
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case FilterLinear:
glFilter = gl.LINEAR
default:
panic("not reached")
}
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id, err = newTextureID(img, glFilter)
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})
return id, err
}
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func (c *canvas) NewRenderTargetID(width, height int, filter Filter) (RenderTargetID, error) {
var id RenderTargetID
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var err error
c.use(func() {
glFilter := 0
switch filter {
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case FilterNearest:
glFilter = gl.NEAREST
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case FilterLinear:
glFilter = gl.LINEAR
default:
panic("not reached")
}
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id, err = newRenderTargetID(width, height, glFilter)
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})
return id, err
}
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func (c *canvas) run(width, height, scale int) {
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go func() {
runtime.LockOSThread()
c.window.MakeContextCurrent()
glfw.SwapInterval(1)
for {
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(<-c.funcs)()
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c.funcsDone <- struct{}{}
}
}()
}
func (c *canvas) use(f func()) {
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c.funcs <- f
<-c.funcsDone
}
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func (c *canvas) update() {
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c.input.Update(c.window, c.scale)
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}
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func (c *canvas) IsKeyPressed(key Key) bool {
return c.input.IsKeyPressed(key)
}
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func (c *canvas) IsMouseButtonPressed(button MouseButton) bool {
return c.input.IsMouseButtonPressed(button)
}
func (c *canvas) CursorPosition() (x, y int) {
return c.input.CursorPosition()
}