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https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
Rename Window -> GameWindow
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parent
1a7a8b340f
commit
0829299fea
@ -51,7 +51,7 @@ NSOpenGLContext* CreateGLContext(NSOpenGLContext* sharedGLContext) {
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return glContext;
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}
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NSWindow* CreateWindow(size_t width, size_t height, const char* title, NSOpenGLContext* glContext) {
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EbitenGameWindow* CreateGameWindow(size_t width, size_t height, const char* title, NSOpenGLContext* glContext) {
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NSSize size = NSMakeSize(width, height);
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EbitenGameWindow* window = [[EbitenGameWindow alloc]
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initWithSize:size
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@ -100,6 +100,6 @@ void UnuseGLContext(void) {
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CGLUnlockContext(cglContext);
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}
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NSOpenGLContext* GetGLContext(NSWindow* window) {
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return [(EbitenGameWindow*)window glContext];
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NSOpenGLContext* GetGLContext(EbitenGameWindow* window) {
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return [window glContext];
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}
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@ -50,6 +50,6 @@ func (t *textureFactory) useGLContext(f func()) {
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<-t.funcsDone
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}
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func (t *textureFactory) createWindow(ui *cocoaUI, width, height, scale int, title string) *Window {
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return runWindow(ui, width, height, scale, title, t.sharedContext)
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func (t *textureFactory) createGameWindow(ui *cocoaUI, width, height, scale int, title string) *GameWindow {
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return runGameWindow(ui, width, height, scale, title, t.sharedContext)
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}
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@ -48,7 +48,7 @@ func TextureFactory() graphics.TextureFactory {
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}
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func (u *cocoaUI) CreateGameWindow(width, height, scale int, title string) ui.GameWindow {
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return u.textureFactory.createWindow(u, width, height, scale, title)
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return u.textureFactory.createGameWindow(u, width, height, scale, title)
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}
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func (u *cocoaUI) PollEvents() {
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@ -4,15 +4,15 @@ package cocoa
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//
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// #include "input.h"
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//
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// @class NSWindow;
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// @class EbitenGameWindow;
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// @class NSOpenGLContext;
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//
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// typedef NSWindow* NSWindowPtr;
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// typedef EbitenGameWindow* EbitenGameWindowPtr;
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//
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// NSWindow* CreateWindow(size_t width, size_t height, const char* title, NSOpenGLContext* glContext);
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// EbitenGameWindow* CreateGameWindow(size_t width, size_t height, const char* title, NSOpenGLContext* glContext);
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// NSOpenGLContext* CreateGLContext(NSOpenGLContext* sharedGLContext);
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//
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// NSOpenGLContext* GetGLContext(NSWindow* window);
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// NSOpenGLContext* GetGLContext(EbitenGameWindow* window);
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// void UseGLContext(NSOpenGLContext* glContext);
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// void UnuseGLContext(void);
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//
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@ -25,13 +25,13 @@ import (
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"unsafe"
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)
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type Window struct {
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type GameWindow struct {
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ui *cocoaUI
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screenWidth int
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screenHeight int
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screenScale int
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closed bool
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native *C.NSWindow
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native *C.EbitenGameWindow
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pressedKeys map[ui.Key]struct{}
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context *opengl.Context
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funcs chan func()
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@ -39,10 +39,10 @@ type Window struct {
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events chan interface{}
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}
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var windows = map[*C.NSWindow]*Window{}
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var windows = map[*C.EbitenGameWindow]*GameWindow{}
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func runWindow(cocoaUI *cocoaUI, width, height, scale int, title string, sharedContext *C.NSOpenGLContext) *Window {
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w := &Window{
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func runGameWindow(cocoaUI *cocoaUI, width, height, scale int, title string, sharedContext *C.NSOpenGLContext) *GameWindow {
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w := &GameWindow{
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ui: cocoaUI,
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screenWidth: width,
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screenHeight: height,
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@ -60,7 +60,7 @@ func runWindow(cocoaUI *cocoaUI, width, height, scale int, title string, sharedC
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go func() {
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runtime.LockOSThread()
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glContext := C.CreateGLContext(sharedContext)
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w.native = C.CreateWindow(C.size_t(width*scale),
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w.native = C.CreateGameWindow(C.size_t(width*scale),
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C.size_t(height*scale),
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cTitle,
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glContext)
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@ -75,7 +75,7 @@ func runWindow(cocoaUI *cocoaUI, width, height, scale int, title string, sharedC
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return w
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}
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func (w *Window) loop() {
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func (w *GameWindow) loop() {
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for {
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select {
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case f := <-w.funcs:
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@ -88,7 +88,7 @@ func (w *Window) loop() {
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}
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}
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func (w *Window) Draw(f func(graphics.Context)) {
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func (w *GameWindow) Draw(f func(graphics.Context)) {
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if w.closed {
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return
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}
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@ -97,12 +97,12 @@ func (w *Window) Draw(f func(graphics.Context)) {
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})
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}
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func (w *Window) useGLContext(f func()) {
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func (w *GameWindow) useGLContext(f func()) {
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w.funcs <- f
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<-w.funcsDone
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}
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func (w *Window) Events() <-chan interface{} {
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func (w *GameWindow) Events() <-chan interface{} {
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if w.events != nil {
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return w.events
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}
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@ -110,7 +110,7 @@ func (w *Window) Events() <-chan interface{} {
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return w.events
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}
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func (w *Window) notify(e interface{}) {
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func (w *GameWindow) notify(e interface{}) {
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if w.events == nil {
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return
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}
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@ -121,13 +121,13 @@ func (w *Window) notify(e interface{}) {
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// Now this function is not used anywhere.
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//export ebiten_WindowSizeUpdated
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func ebiten_WindowSizeUpdated(nativeWindow C.NSWindowPtr, width, height int) {
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func ebiten_WindowSizeUpdated(nativeWindow C.EbitenGameWindowPtr, width, height int) {
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w := windows[nativeWindow]
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e := ui.WindowSizeUpdatedEvent{width, height}
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w.notify(e)
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}
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func (w *Window) keyStateUpdatedEvent() ui.KeyStateUpdatedEvent {
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func (w *GameWindow) keyStateUpdatedEvent() ui.KeyStateUpdatedEvent {
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keys := []ui.Key{}
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for key, _ := range w.pressedKeys {
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keys = append(keys, key)
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@ -146,7 +146,7 @@ var cocoaKeyCodeToKey = map[int]ui.Key{
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}
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//export ebiten_KeyDown
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func ebiten_KeyDown(nativeWindow C.NSWindowPtr, keyCode int) {
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func ebiten_KeyDown(nativeWindow C.EbitenGameWindowPtr, keyCode int) {
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key, ok := cocoaKeyCodeToKey[keyCode]
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if !ok {
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return
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@ -157,7 +157,7 @@ func ebiten_KeyDown(nativeWindow C.NSWindowPtr, keyCode int) {
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}
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//export ebiten_KeyUp
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func ebiten_KeyUp(nativeWindow C.NSWindowPtr, keyCode int) {
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func ebiten_KeyUp(nativeWindow C.EbitenGameWindowPtr, keyCode int) {
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key, ok := cocoaKeyCodeToKey[keyCode]
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if !ok {
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return
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@ -168,7 +168,7 @@ func ebiten_KeyUp(nativeWindow C.NSWindowPtr, keyCode int) {
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}
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//export ebiten_MouseStateUpdated
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func ebiten_MouseStateUpdated(nativeWindow C.NSWindowPtr, inputType C.InputType, cx, cy C.int) {
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func ebiten_MouseStateUpdated(nativeWindow C.EbitenGameWindowPtr, inputType C.InputType, cx, cy C.int) {
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w := windows[nativeWindow]
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if inputType == C.InputTypeMouseUp {
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@ -195,7 +195,7 @@ func ebiten_MouseStateUpdated(nativeWindow C.NSWindowPtr, inputType C.InputType,
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}
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//export ebiten_WindowClosed
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func ebiten_WindowClosed(nativeWindow C.NSWindowPtr) {
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func ebiten_WindowClosed(nativeWindow C.EbitenGameWindowPtr) {
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w := windows[nativeWindow]
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w.closed = true
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w.notify(ui.WindowClosedEvent{})
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