mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
Remove canvas
This commit is contained in:
parent
60aad4326e
commit
3190609f07
112
canvas.go
112
canvas.go
@ -1,112 +0,0 @@
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/*
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Copyright 2014 Hajime Hoshi
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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*/
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package ebiten
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import (
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glfw "github.com/go-gl/glfw3"
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"image"
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"runtime"
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)
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type canvas struct {
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window *glfw.Window
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scale int
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graphicsContext *graphicsContext
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input input
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funcs chan func()
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funcsDone chan struct{}
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}
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func newCanvas(window *glfw.Window, width, height, scale int) (*canvas, error) {
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c := &canvas{
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window: window,
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scale: scale,
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funcs: make(chan func()),
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funcsDone: make(chan struct{}),
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}
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c.run(width, height, scale)
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// For retina displays, recalculate the scale with the framebuffer size.
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windowWidth, _ := window.GetFramebufferSize()
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realScale := windowWidth / width
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var err error
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c.use(func() {
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c.graphicsContext, err = newGraphicsContext(width, height, realScale)
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})
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if err != nil {
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return nil, err
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}
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return c, nil
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}
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func (c *canvas) draw(game Game) (err error) {
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c.use(func() {
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c.graphicsContext.PreUpdate()
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})
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if err = game.Draw(&syncGraphicsContext{c}); err != nil {
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return
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}
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c.use(func() {
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c.graphicsContext.PostUpdate()
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c.window.SwapBuffers()
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})
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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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}
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func (c *canvas) newTextureID(img image.Image, filter int) (TextureID, error) {
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var id TextureID
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var err error
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c.use(func() {
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id, err = newTextureID(img, filter)
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})
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return id, err
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}
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func (c *canvas) newRenderTargetID(width, height int, filter int) (RenderTargetID, error) {
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var id RenderTargetID
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var err error
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c.use(func() {
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id, err = newRenderTargetID(width, height, filter)
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})
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return id, err
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}
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func (c *canvas) run(width, height, scale int) {
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go func() {
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runtime.LockOSThread()
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c.window.MakeContextCurrent()
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glfw.SwapInterval(1)
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for {
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(<-c.funcs)()
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c.funcsDone <- struct{}{}
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}
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}()
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}
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func (c *canvas) use(f func()) {
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c.funcs <- f
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<-c.funcsDone
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}
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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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@ -22,15 +22,15 @@ import (
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)
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func IsKeyPressed(key Key) bool {
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return currentUI.canvas.input.isKeyPressed(key)
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return currentUI.input.isKeyPressed(key)
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}
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func CursorPosition() (x, y int) {
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return currentUI.canvas.input.cursorPosition()
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return currentUI.input.cursorPosition()
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}
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func IsMouseButtonPressed(mouseButton MouseButton) bool {
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return currentUI.canvas.input.isMouseButtonPressed(mouseButton)
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return currentUI.input.isMouseButtonPressed(mouseButton)
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}
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func glFilter(f Filter) int {
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@ -45,9 +45,9 @@ func glFilter(f Filter) int {
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}
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func NewRenderTargetID(width, height int, filter Filter) (RenderTargetID, error) {
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return currentUI.canvas.newRenderTargetID(width, height, glFilter(filter))
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return currentUI.newRenderTargetID(width, height, glFilter(filter))
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}
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func NewTextureID(img image.Image, filter Filter) (TextureID, error) {
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return currentUI.canvas.newTextureID(img, glFilter(filter))
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return currentUI.newTextureID(img, glFilter(filter))
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}
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@ -89,13 +89,13 @@ func (c *graphicsContext) PopRenderTarget() {
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c.currentIDs = c.currentIDs[:len(c.currentIDs)-1]
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}
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func (c *graphicsContext) PreUpdate() {
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func (c *graphicsContext) preUpdate() {
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c.currentIDs = []RenderTargetID{c.defaultID}
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c.PushRenderTarget(c.screenID)
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c.Clear()
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}
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func (c *graphicsContext) PostUpdate() {
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func (c *graphicsContext) postUpdate() {
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c.PopRenderTarget()
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c.Clear()
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8
ids.go
8
ids.go
@ -41,14 +41,6 @@ var idsInstance = &ids{
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currentRenderTargetId: -1,
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}
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func newRenderTargetID(width, height int, filter int) (RenderTargetID, error) {
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return idsInstance.createRenderTarget(width, height, filter)
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}
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func newTextureID(img image.Image, filter int) (TextureID, error) {
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return idsInstance.createTexture(img, filter)
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}
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func (i *ids) textureAt(id TextureID) *opengl.Texture {
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i.RLock()
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defer i.RUnlock()
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11
run.go
11
run.go
@ -32,18 +32,17 @@ var currentUI *ui
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// Run runs the game.
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func Run(game Game, width, height, scale int, title string, fps int) error {
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ui := new(ui)
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ui, err := newUI(game, width, height, scale, title)
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if err != nil {
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return err
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}
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defer ui.terminate()
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currentUI = ui
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defer func() {
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currentUI = nil
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}()
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if err := ui.start(game, width, height, scale, title); err != nil {
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return err
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}
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defer ui.terminate()
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frameTime := time.Duration(int64(time.Second) / int64(fps))
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tick := time.Tick(frameTime)
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sigterm := make(chan os.Signal, 1)
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@ -17,64 +17,64 @@ limitations under the License.
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package ebiten
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type syncGraphicsContext struct {
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canvas *canvas
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ui *ui
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}
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var _ GraphicsContext = new(syncGraphicsContext)
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func (c *syncGraphicsContext) Clear() {
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c.canvas.use(func() {
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c.canvas.graphicsContext.Clear()
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c.ui.use(func() {
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c.ui.graphicsContext.Clear()
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})
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}
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func (c *syncGraphicsContext) Fill(r, g, b uint8) {
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c.canvas.use(func() {
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c.canvas.graphicsContext.Fill(r, g, b)
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c.ui.use(func() {
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c.ui.graphicsContext.Fill(r, g, b)
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})
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}
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func (c *syncGraphicsContext) Texture(id TextureID) (d Drawer) {
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c.canvas.use(func() {
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c.ui.use(func() {
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d = &drawer{
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canvas: c.canvas,
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innerDrawer: c.canvas.graphicsContext.Texture(id),
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ui: c.ui,
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innerDrawer: c.ui.graphicsContext.Texture(id),
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}
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})
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return
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}
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func (c *syncGraphicsContext) RenderTarget(id RenderTargetID) (d Drawer) {
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c.canvas.use(func() {
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c.ui.use(func() {
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d = &drawer{
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canvas: c.canvas,
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innerDrawer: c.canvas.graphicsContext.RenderTarget(id),
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ui: c.ui,
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innerDrawer: c.ui.graphicsContext.RenderTarget(id),
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}
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})
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return
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}
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func (c *syncGraphicsContext) PopRenderTarget() {
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c.canvas.use(func() {
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c.canvas.graphicsContext.PopRenderTarget()
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c.ui.use(func() {
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c.ui.graphicsContext.PopRenderTarget()
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})
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}
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func (c *syncGraphicsContext) PushRenderTarget(id RenderTargetID) {
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c.canvas.use(func() {
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c.canvas.graphicsContext.PushRenderTarget(id)
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c.ui.use(func() {
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c.ui.graphicsContext.PushRenderTarget(id)
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})
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}
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type drawer struct {
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canvas *canvas
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ui *ui
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innerDrawer Drawer
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}
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var _ Drawer = new(drawer)
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func (d *drawer) Draw(parts []TexturePart, geo GeometryMatrix, color ColorMatrix) {
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d.canvas.use(func() {
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d.ui.use(func() {
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d.innerDrawer.Draw(parts, geo, color)
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})
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}
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96
ui.go
96
ui.go
@ -20,6 +20,8 @@ import (
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"errors"
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"fmt"
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glfw "github.com/go-gl/glfw3"
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"image"
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"runtime"
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)
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func init() {
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@ -29,31 +31,48 @@ func init() {
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}
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type ui struct {
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canvas *canvas
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window *glfw.Window
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scale int
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graphicsContext *graphicsContext
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input input
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funcs chan func()
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funcsDone chan struct{}
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}
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func (u *ui) start(game Game, width, height, scale int, title string) error {
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func newUI(game Game, width, height, scale int, title string) (*ui, error) {
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if !glfw.Init() {
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return errors.New("glfw.Init() fails")
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return nil, errors.New("glfw.Init() fails")
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}
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glfw.WindowHint(glfw.Resizable, glfw.False)
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window, err := glfw.CreateWindow(width*scale, height*scale, title, nil, nil)
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if err != nil {
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return err
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return nil, err
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}
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c, err := newCanvas(window, width, height, scale)
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u := &ui{
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window: window,
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scale: scale,
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funcs: make(chan func()),
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funcsDone: make(chan struct{}),
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}
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u.run(width, height, scale)
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// For retina displays, recalculate the scale with the framebuffer size.
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windowWidth, _ := window.GetFramebufferSize()
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realScale := windowWidth / width
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u.use(func() {
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u.graphicsContext, err = newGraphicsContext(width, height, realScale)
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})
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if err != nil {
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return err
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return nil, err
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}
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u.canvas = c
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return nil
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return u, nil
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}
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func (u *ui) doEvents() {
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glfw.PollEvents()
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u.canvas.update()
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u.update()
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}
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func (u *ui) terminate() {
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@ -61,9 +80,62 @@ func (u *ui) terminate() {
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}
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func (u *ui) isClosed() bool {
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return u.canvas.isClosed()
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return u.window.ShouldClose()
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}
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func (u *ui) drawGame(game Game) error {
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return u.canvas.draw(game)
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return u.draw(game)
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}
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func (u *ui) draw(game Game) (err error) {
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u.use(func() {
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u.graphicsContext.preUpdate()
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})
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if err = game.Draw(&syncGraphicsContext{u}); err != nil {
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return
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}
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u.use(func() {
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u.graphicsContext.postUpdate()
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u.window.SwapBuffers()
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})
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return
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}
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func (u *ui) newTextureID(img image.Image, filter int) (TextureID, error) {
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var id TextureID
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var err error
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u.use(func() {
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id, err = idsInstance.createTexture(img, filter)
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})
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return id, err
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}
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func (u *ui) newRenderTargetID(width, height int, filter int) (RenderTargetID, error) {
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var id RenderTargetID
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var err error
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u.use(func() {
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id, err = idsInstance.createRenderTarget(width, height, filter)
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})
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return id, err
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}
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func (u *ui) run(width, height, scale int) {
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go func() {
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runtime.LockOSThread()
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u.window.MakeContextCurrent()
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glfw.SwapInterval(1)
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for {
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(<-u.funcs)()
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u.funcsDone <- struct{}{}
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}
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}()
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}
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func (u *ui) use(f func()) {
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u.funcs <- f
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<-u.funcsDone
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}
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func (u *ui) update() {
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u.input.update(u.window, u.scale)
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}
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