Move some files of internal/ui to the root

This commit is contained in:
Hajime Hoshi 2015-01-27 01:10:17 +09:00
parent ae450433db
commit 23b3f1afce
8 changed files with 68 additions and 73 deletions

View File

@ -77,7 +77,7 @@ func IsGamepadButtonPressed(id int, button GamepadButton) bool {
func NewImage(width, height int, filter Filter) (*Image, error) {
var img *Image
var err error
ui.Use(func(c *opengl.Context) {
useGLContext(func(c *opengl.Context) {
var texture *graphics.Texture
var framebuffer *graphics.Framebuffer
texture, err = graphics.NewTexture(c, width, height, glFilter(c, filter))
@ -108,7 +108,7 @@ func NewImage(width, height int, filter Filter) (*Image, error) {
func NewImageFromImage(img image.Image, filter Filter) (*Image, error) {
var eimg *Image
var err error
ui.Use(func(c *opengl.Context) {
useGLContext(func(c *opengl.Context) {
var texture *graphics.Texture
var framebuffer *graphics.Framebuffer
texture, err = graphics.NewTextureFromImage(c, img, glFilter(c, filter))

View File

@ -77,7 +77,6 @@ const ebitenKeysTmpl = `{{.License}}
package ebiten
import (
"github.com/hajimehoshi/ebiten/internal/ui"
)

View File

@ -19,7 +19,6 @@ import (
"fmt"
"github.com/hajimehoshi/ebiten/internal/graphics"
"github.com/hajimehoshi/ebiten/internal/graphics/internal/opengl"
"github.com/hajimehoshi/ebiten/internal/ui"
"image"
"image/color"
"math"
@ -53,7 +52,7 @@ func (i *Image) Fill(clr color.Color) (err error) {
g := float64(cg) / max
b := float64(cb) / max
a := float64(ca) / max
ui.Use(func(c *opengl.Context) {
useGLContext(func(c *opengl.Context) {
// TODO: Change to pass color.Color
err = i.framebuffer.Fill(c, r, g, b, a)
})
@ -95,7 +94,7 @@ func (i *Image) DrawImage(image *Image, options *DrawImageOptions) (err error) {
}
w, h := image.Size()
quads := &textureQuads{parts: parts, width: w, height: h}
ui.Use(func(c *opengl.Context) {
useGLContext(func(c *opengl.Context) {
err = i.framebuffer.DrawTexture(c, image.texture, quads, &options.GeoM, &options.ColorM)
})
return
@ -109,7 +108,7 @@ func (i *Image) DrawLine(x0, y0, x1, y1 int, clr color.Color) error {
// DrawLines draws lines.
func (i *Image) DrawLines(lines Lines) (err error) {
i.pixels = nil
ui.Use(func(c *opengl.Context) {
useGLContext(func(c *opengl.Context) {
err = i.framebuffer.DrawLines(c, lines)
})
return
@ -133,7 +132,7 @@ func (i *Image) DrawFilledRect(x, y, width, height int, clr color.Color) error {
// DrawFilledRects draws filled rectangles on the image.
func (i *Image) DrawFilledRects(rects Rects) (err error) {
i.pixels = nil
ui.Use(func(c *opengl.Context) {
useGLContext(func(c *opengl.Context) {
err = i.framebuffer.DrawFilledRects(c, rects)
})
return
@ -155,7 +154,7 @@ func (i *Image) ColorModel() color.Model {
// This method loads pixels from VRAM to system memory if necessary.
func (i *Image) At(x, y int) color.Color {
if i.pixels == nil {
ui.Use(func(c *opengl.Context) {
useGLContext(func(c *opengl.Context) {
var err error
i.pixels, err = i.framebuffer.Pixels(c)
if err != nil {
@ -184,7 +183,7 @@ func (i *Image) ReplacePixels(p []uint8) error {
return errors.New(fmt.Sprintf("p's length must be %d", l))
}
var err error
ui.Use(func(c *opengl.Context) {
useGLContext(func(c *opengl.Context) {
err = i.texture.ReplacePixels(c, p)
})
return err

View File

@ -21,6 +21,10 @@ import (
"math"
)
func UpdateInput(window *glfw.Window, scale int) error {
return currentInput.update(window, scale)
}
var glfwMouseButtonToMouseButton = map[glfw.MouseButton]MouseButton{
glfw.MouseButtonLeft: MouseButtonLeft,
glfw.MouseButtonRight: MouseButtonRight,

View File

@ -20,7 +20,11 @@ import (
"github.com/gopherjs/gopherjs/js"
)
func (i *input) keyDown(key int) {
func CurrentInput() *input {
return &currentInput
}
func (i *input) KeyDown(key int) {
k, ok := keyCodeToKey[key]
if !ok {
return
@ -28,7 +32,7 @@ func (i *input) keyDown(key int) {
i.keyPressed[k] = true
}
func (i *input) keyUp(key int) {
func (i *input) KeyUp(key int) {
k, ok := keyCodeToKey[key]
if !ok {
return
@ -36,7 +40,7 @@ func (i *input) keyUp(key int) {
i.keyPressed[k] = false
}
func (i *input) mouseDown(button int) {
func (i *input) MouseDown(button int) {
p := &i.mouseButtonPressed
switch button {
case 0:
@ -48,7 +52,7 @@ func (i *input) mouseDown(button int) {
}
}
func (i *input) mouseUp(button int) {
func (i *input) MouseUp(button int) {
p := &i.mouseButtonPressed
switch button {
case 0:
@ -60,11 +64,11 @@ func (i *input) mouseUp(button int) {
}
}
func (i *input) setMouseCursor(x, y int) {
func (i *input) SetMouseCursor(x, y int) {
i.cursorX, i.cursorY = x, y
}
func (i *input) updateGamepads() {
func (i *input) UpdateGamepads() {
nav := js.Global.Get("navigator")
if nav.Get("getGamepads") == js.Undefined {
return

14
run.go
View File

@ -17,7 +17,6 @@ package ebiten
import (
"github.com/hajimehoshi/ebiten/internal/audio"
"github.com/hajimehoshi/ebiten/internal/graphics/internal/opengl"
"github.com/hajimehoshi/ebiten/internal/ui"
"time"
)
@ -38,14 +37,15 @@ func CurrentFPS() float64 {
// but this is not strictly guaranteed.
// If you need to care about time, you need to check current time every time f is called.
func Run(f func(*Image) error, width, height, scale int, title string) error {
actualScale, err := ui.Start(width, height, scale, title)
ui := currentUI
actualScale, err := ui.start(width, height, scale, title)
if err != nil {
return err
}
defer ui.Terminate()
defer ui.terminate()
var graphicsContext *graphicsContext
ui.Use(func(c *opengl.Context) {
useGLContext(func(c *opengl.Context) {
graphicsContext, err = newGraphicsContext(c, width, height, actualScale)
})
if err != nil {
@ -55,10 +55,10 @@ func Run(f func(*Image) error, width, height, scale int, title string) error {
frames := 0
t := time.Now().UnixNano()
for {
if err := ui.DoEvents(); err != nil {
if err := ui.doEvents(); err != nil {
return err
}
if ui.IsClosed() {
if ui.isClosed() {
return nil
}
if err := graphicsContext.preUpdate(); err != nil {
@ -72,7 +72,7 @@ func Run(f func(*Image) error, width, height, scale int, title string) error {
}
// TODO: I'm not sure this is 'Update'. Is 'Tick' better?
audio.Update()
ui.SwapBuffers()
ui.swapBuffers()
if err != nil {
return err
}

View File

@ -14,44 +14,29 @@
// +build !js
package ui
package ebiten
import (
"fmt"
glfw "github.com/go-gl/glfw3"
"github.com/hajimehoshi/ebiten/internal/audio"
"github.com/hajimehoshi/ebiten/internal/graphics/internal/opengl"
"github.com/hajimehoshi/ebiten/internal/ui"
"runtime"
"time"
)
var current *ui
var currentUI *userInterface
func Use(f func(*opengl.Context)) {
func useGLContext(f func(*opengl.Context)) {
ch := make(chan struct{})
current.funcs <- func() {
currentUI.funcs <- func() {
defer close(ch)
f(current.glContext)
f(currentUI.glContext)
}
<-ch
}
func DoEvents() error {
return current.doEvents()
}
func Terminate() {
current.terminate()
}
func IsClosed() bool {
return current.isClosed()
}
func SwapBuffers() {
current.swapBuffers()
}
func init() {
runtime.LockOSThread()
@ -69,7 +54,7 @@ func init() {
panic(err)
}
u := &ui{
u := &userInterface{
window: window,
funcs: make(chan func()),
}
@ -85,17 +70,17 @@ func init() {
audio.Init()
current = u
currentUI = u
}
type ui struct {
type userInterface struct {
window *glfw.Window
scale int
glContext *opengl.Context
funcs chan func()
}
func Start(width, height, scale int, title string) (actualScale int, err error) {
func (u *userInterface) start(width, height, scale int, title string) (actualScale int, err error) {
monitor, err := glfw.GetPrimaryMonitor()
if err != nil {
return 0, err
@ -108,8 +93,7 @@ func Start(width, height, scale int, title string) (actualScale int, err error)
y := (videoMode.Height - height*scale) / 3
ch := make(chan struct{})
ui := current
window := ui.window
window := u.window
window.SetFramebufferSizeCallback(func(w *glfw.Window, width, height int) {
close(ch)
})
@ -131,7 +115,7 @@ func Start(width, height, scale int, title string) (actualScale int, err error)
}
}
ui.scale = scale
u.scale = scale
// For retina displays, recalculate the scale with the framebuffer size.
windowWidth, _ := window.GetFramebufferSize()
@ -142,16 +126,16 @@ func Start(width, height, scale int, title string) (actualScale int, err error)
return actualScale, nil
}
func (u *ui) pollEvents() error {
func (u *userInterface) pollEvents() error {
glfw.PollEvents()
return currentInput.update(u.window, u.scale)
return ui.UpdateInput(u.window, u.scale)
}
func (u *ui) doEvents() error {
func (u *userInterface) doEvents() error {
if err := u.pollEvents(); err != nil {
return err
}
for current.window.GetAttribute(glfw.Focused) == 0 {
for u.window.GetAttribute(glfw.Focused) == 0 {
time.Sleep(time.Second / 60)
if err := u.pollEvents(); err != nil {
return err
@ -160,14 +144,14 @@ func (u *ui) doEvents() error {
return nil
}
func (u *ui) terminate() {
func (u *userInterface) terminate() {
glfw.Terminate()
}
func (u *ui) isClosed() bool {
func (u *userInterface) isClosed() bool {
return u.window.ShouldClose()
}
func (u *ui) swapBuffers() {
func (u *userInterface) swapBuffers() {
u.window.SwapBuffers()
}

View File

@ -14,26 +14,31 @@
// +build js
package ui
package ebiten
import (
"github.com/gopherjs/gopherjs/js"
"github.com/gopherjs/webgl"
"github.com/hajimehoshi/ebiten/internal/audio"
"github.com/hajimehoshi/ebiten/internal/graphics/internal/opengl"
"github.com/hajimehoshi/ebiten/internal/ui"
"strconv"
)
var canvas js.Object
var context *opengl.Context
type userInterface struct{}
var currentUI = &userInterface{}
// TODO: This returns true even when the browser is not active.
// The current behavior causes sound noise...
func shown() bool {
return !js.Global.Get("document").Get("hidden").Bool()
}
func Use(f func(*opengl.Context)) {
func useGLContext(f func(*opengl.Context)) {
f(context)
}
@ -47,24 +52,24 @@ func vsync() {
<-ch
}
func DoEvents() error {
func (*userInterface) doEvents() error {
vsync()
for !shown() {
vsync()
}
currentInput.updateGamepads()
ui.CurrentInput().UpdateGamepads()
return nil
}
func Terminate() {
func (*userInterface) terminate() {
// Do nothing.
}
func IsClosed() bool {
func (*userInterface) isClosed() bool {
return false
}
func SwapBuffers() {
func (*userInterface) swapBuffers() {
// Do nothing.
}
@ -127,25 +132,25 @@ func init() {
canvas.Call("addEventListener", "keydown", func(e js.Object) {
e.Call("preventDefault")
code := e.Get("keyCode").Int()
currentInput.keyDown(code)
ui.CurrentInput().KeyDown(code)
})
canvas.Call("addEventListener", "keyup", func(e js.Object) {
e.Call("preventDefault")
code := e.Get("keyCode").Int()
currentInput.keyUp(code)
ui.CurrentInput().KeyUp(code)
})
// Mouse
canvas.Call("addEventListener", "mousedown", func(e js.Object) {
e.Call("preventDefault")
button := e.Get("button").Int()
currentInput.mouseDown(button)
ui.CurrentInput().MouseDown(button)
setMouseCursorFromEvent(e)
})
canvas.Call("addEventListener", "mouseup", func(e js.Object) {
e.Call("preventDefault")
button := e.Get("button").Int()
currentInput.mouseUp(button)
ui.CurrentInput().MouseUp(button)
setMouseCursorFromEvent(e)
})
canvas.Call("addEventListener", "mousemove", func(e js.Object) {
@ -160,14 +165,14 @@ func init() {
// TODO: Need to create indimendent touch functions?
canvas.Call("addEventListener", "touchstart", func(e js.Object) {
e.Call("preventDefault")
currentInput.mouseDown(0)
ui.CurrentInput().MouseDown(0)
touches := e.Get("changedTouches")
touch := touches.Index(0)
setMouseCursorFromEvent(touch)
})
canvas.Call("addEventListener", "touchend", func(e js.Object) {
e.Call("preventDefault")
currentInput.mouseUp(0)
ui.CurrentInput().MouseUp(0)
touches := e.Get("changedTouches")
touch := touches.Index(0)
setMouseCursorFromEvent(touch)
@ -193,7 +198,7 @@ func setMouseCursorFromEvent(e js.Object) {
x, y := e.Get("clientX").Int(), e.Get("clientY").Int()
x -= rect.Get("left").Int()
y -= rect.Get("top").Int()
currentInput.setMouseCursor(x/scale, y/scale)
ui.CurrentInput().SetMouseCursor(x/scale, y/scale)
}
func devicePixelRatio() int {
@ -205,7 +210,7 @@ func devicePixelRatio() int {
return ratio
}
func Start(width, height, scale int, title string) (actualScale int, err error) {
func (*userInterface) start(width, height, scale int, title string) (actualScale int, err error) {
doc := js.Global.Get("document")
doc.Set("title", title)
actualScale = scale * devicePixelRatio()