Rename Window -> GameWindow

This commit is contained in:
Hajime Hoshi 2014-01-04 01:47:05 +09:00
parent 1a7a8b340f
commit 0829299fea
4 changed files with 27 additions and 27 deletions

View File

@ -51,7 +51,7 @@ NSOpenGLContext* CreateGLContext(NSOpenGLContext* sharedGLContext) {
return glContext;
}
NSWindow* CreateWindow(size_t width, size_t height, const char* title, NSOpenGLContext* glContext) {
EbitenGameWindow* CreateGameWindow(size_t width, size_t height, const char* title, NSOpenGLContext* glContext) {
NSSize size = NSMakeSize(width, height);
EbitenGameWindow* window = [[EbitenGameWindow alloc]
initWithSize:size
@ -100,6 +100,6 @@ void UnuseGLContext(void) {
CGLUnlockContext(cglContext);
}
NSOpenGLContext* GetGLContext(NSWindow* window) {
return [(EbitenGameWindow*)window glContext];
NSOpenGLContext* GetGLContext(EbitenGameWindow* window) {
return [window glContext];
}

View File

@ -50,6 +50,6 @@ func (t *textureFactory) useGLContext(f func()) {
<-t.funcsDone
}
func (t *textureFactory) createWindow(ui *cocoaUI, width, height, scale int, title string) *Window {
return runWindow(ui, width, height, scale, title, t.sharedContext)
func (t *textureFactory) createGameWindow(ui *cocoaUI, width, height, scale int, title string) *GameWindow {
return runGameWindow(ui, width, height, scale, title, t.sharedContext)
}

View File

@ -48,7 +48,7 @@ func TextureFactory() graphics.TextureFactory {
}
func (u *cocoaUI) CreateGameWindow(width, height, scale int, title string) ui.GameWindow {
return u.textureFactory.createWindow(u, width, height, scale, title)
return u.textureFactory.createGameWindow(u, width, height, scale, title)
}
func (u *cocoaUI) PollEvents() {

View File

@ -4,15 +4,15 @@ package cocoa
//
// #include "input.h"
//
// @class NSWindow;
// @class EbitenGameWindow;
// @class NSOpenGLContext;
//
// typedef NSWindow* NSWindowPtr;
// typedef EbitenGameWindow* EbitenGameWindowPtr;
//
// NSWindow* CreateWindow(size_t width, size_t height, const char* title, NSOpenGLContext* glContext);
// EbitenGameWindow* CreateGameWindow(size_t width, size_t height, const char* title, NSOpenGLContext* glContext);
// NSOpenGLContext* CreateGLContext(NSOpenGLContext* sharedGLContext);
//
// NSOpenGLContext* GetGLContext(NSWindow* window);
// NSOpenGLContext* GetGLContext(EbitenGameWindow* window);
// void UseGLContext(NSOpenGLContext* glContext);
// void UnuseGLContext(void);
//
@ -25,13 +25,13 @@ import (
"unsafe"
)
type Window struct {
type GameWindow struct {
ui *cocoaUI
screenWidth int
screenHeight int
screenScale int
closed bool
native *C.NSWindow
native *C.EbitenGameWindow
pressedKeys map[ui.Key]struct{}
context *opengl.Context
funcs chan func()
@ -39,10 +39,10 @@ type Window struct {
events chan interface{}
}
var windows = map[*C.NSWindow]*Window{}
var windows = map[*C.EbitenGameWindow]*GameWindow{}
func runWindow(cocoaUI *cocoaUI, width, height, scale int, title string, sharedContext *C.NSOpenGLContext) *Window {
w := &Window{
func runGameWindow(cocoaUI *cocoaUI, width, height, scale int, title string, sharedContext *C.NSOpenGLContext) *GameWindow {
w := &GameWindow{
ui: cocoaUI,
screenWidth: width,
screenHeight: height,
@ -60,7 +60,7 @@ func runWindow(cocoaUI *cocoaUI, width, height, scale int, title string, sharedC
go func() {
runtime.LockOSThread()
glContext := C.CreateGLContext(sharedContext)
w.native = C.CreateWindow(C.size_t(width*scale),
w.native = C.CreateGameWindow(C.size_t(width*scale),
C.size_t(height*scale),
cTitle,
glContext)
@ -75,7 +75,7 @@ func runWindow(cocoaUI *cocoaUI, width, height, scale int, title string, sharedC
return w
}
func (w *Window) loop() {
func (w *GameWindow) loop() {
for {
select {
case f := <-w.funcs:
@ -88,7 +88,7 @@ func (w *Window) loop() {
}
}
func (w *Window) Draw(f func(graphics.Context)) {
func (w *GameWindow) Draw(f func(graphics.Context)) {
if w.closed {
return
}
@ -97,12 +97,12 @@ func (w *Window) Draw(f func(graphics.Context)) {
})
}
func (w *Window) useGLContext(f func()) {
func (w *GameWindow) useGLContext(f func()) {
w.funcs <- f
<-w.funcsDone
}
func (w *Window) Events() <-chan interface{} {
func (w *GameWindow) Events() <-chan interface{} {
if w.events != nil {
return w.events
}
@ -110,7 +110,7 @@ func (w *Window) Events() <-chan interface{} {
return w.events
}
func (w *Window) notify(e interface{}) {
func (w *GameWindow) notify(e interface{}) {
if w.events == nil {
return
}
@ -121,13 +121,13 @@ func (w *Window) notify(e interface{}) {
// Now this function is not used anywhere.
//export ebiten_WindowSizeUpdated
func ebiten_WindowSizeUpdated(nativeWindow C.NSWindowPtr, width, height int) {
func ebiten_WindowSizeUpdated(nativeWindow C.EbitenGameWindowPtr, width, height int) {
w := windows[nativeWindow]
e := ui.WindowSizeUpdatedEvent{width, height}
w.notify(e)
}
func (w *Window) keyStateUpdatedEvent() ui.KeyStateUpdatedEvent {
func (w *GameWindow) keyStateUpdatedEvent() ui.KeyStateUpdatedEvent {
keys := []ui.Key{}
for key, _ := range w.pressedKeys {
keys = append(keys, key)
@ -146,7 +146,7 @@ var cocoaKeyCodeToKey = map[int]ui.Key{
}
//export ebiten_KeyDown
func ebiten_KeyDown(nativeWindow C.NSWindowPtr, keyCode int) {
func ebiten_KeyDown(nativeWindow C.EbitenGameWindowPtr, keyCode int) {
key, ok := cocoaKeyCodeToKey[keyCode]
if !ok {
return
@ -157,7 +157,7 @@ func ebiten_KeyDown(nativeWindow C.NSWindowPtr, keyCode int) {
}
//export ebiten_KeyUp
func ebiten_KeyUp(nativeWindow C.NSWindowPtr, keyCode int) {
func ebiten_KeyUp(nativeWindow C.EbitenGameWindowPtr, keyCode int) {
key, ok := cocoaKeyCodeToKey[keyCode]
if !ok {
return
@ -168,7 +168,7 @@ func ebiten_KeyUp(nativeWindow C.NSWindowPtr, keyCode int) {
}
//export ebiten_MouseStateUpdated
func ebiten_MouseStateUpdated(nativeWindow C.NSWindowPtr, inputType C.InputType, cx, cy C.int) {
func ebiten_MouseStateUpdated(nativeWindow C.EbitenGameWindowPtr, inputType C.InputType, cx, cy C.int) {
w := windows[nativeWindow]
if inputType == C.InputTypeMouseUp {
@ -195,7 +195,7 @@ func ebiten_MouseStateUpdated(nativeWindow C.NSWindowPtr, inputType C.InputType,
}
//export ebiten_WindowClosed
func ebiten_WindowClosed(nativeWindow C.NSWindowPtr) {
func ebiten_WindowClosed(nativeWindow C.EbitenGameWindowPtr) {
w := windows[nativeWindow]
w.closed = true
w.notify(ui.WindowClosedEvent{})