Refactoring: glut.UI implements ui.UI

This commit is contained in:
Hajime Hoshi 2013-10-15 09:12:43 +09:00
parent 9d83ae1cfa
commit 319d1bfc74
2 changed files with 123 additions and 124 deletions

View File

@ -10,7 +10,7 @@ import (
"github.com/hajimehoshi/go-ebiten/example/game/sprites"
"github.com/hajimehoshi/go-ebiten/ui"
"github.com/hajimehoshi/go-ebiten/ui/cocoa"
_ "github.com/hajimehoshi/go-ebiten/ui/glut"
"github.com/hajimehoshi/go-ebiten/ui/glut"
"os"
"runtime"
)
@ -22,6 +22,10 @@ func main() {
if 2 <= len(os.Args) {
gameName = os.Args[1]
}
uiName := "cocoa"
if 3 <= len(os.Args) {
uiName = os.Args[2]
}
var game ebiten.Game
switch gameName {
@ -33,15 +37,26 @@ func main() {
game = monochrome.New()
case "rects":
game = rects.New()
default:
fallthrough
case "rotating":
game = rotating.New()
case "sprites":
game = sprites.New()
default:
game = rotating.New()
}
const screenWidth = 256
const screenHeight = 240
const screenScale = 2
cocoaUI := cocoa.New(256, 240, screenScale, "Ebiten Demo")
ui.Run(cocoaUI, game)
const title = "Ebiten Demo"
var u ui.UI
switch uiName {
default:
fallthrough
case "cocoa":
u = cocoa.New(screenWidth, screenHeight, screenScale, title)
case "glut":
u = glut.New(screenWidth, screenHeight, screenScale, title)
}
ui.Run(u, game)
}

View File

@ -21,10 +21,8 @@ package glut
import "C"
import (
"github.com/hajimehoshi/go-ebiten"
"github.com/hajimehoshi/go-ebiten/graphics"
"github.com/hajimehoshi/go-ebiten/graphics/opengl"
"os"
"time"
"unsafe"
)
@ -34,60 +32,44 @@ type glutInputEvent struct {
Y int
}
type GlutUI struct {
type UI struct {
screenWidth int
screenHeight int
screenScale int
glutInputting chan glutInputEvent
title string
initializing chan ebiten.Game
initialized chan ebiten.Game
updating chan ebiten.Game
updated chan ebiten.Game
input chan ebiten.InputState
graphicsDevice *opengl.Device
updating chan func(graphics.Context)
updated chan bool
glutInputting chan glutInputEvent
}
var currentUI *GlutUI
var currentUI *UI
//export display
func display() {
draw := <-currentUI.updating
currentUI.graphicsDevice.Update(draw)
currentUI.updated <- true
C.glutSwapBuffers()
func New(screenWidth, screenHeight, screenScale int, title string) *UI {
if currentUI != nil {
panic("UI can't be duplicated.")
}
ui := &UI{
screenWidth: screenWidth,
screenHeight: screenHeight,
screenScale: screenScale,
title: title,
initializing: make(chan ebiten.Game),
initialized: make(chan ebiten.Game),
updating: make(chan ebiten.Game),
updated: make(chan ebiten.Game),
input: make(chan ebiten.InputState),
glutInputting: make(chan glutInputEvent),
}
currentUI = ui
return ui
}
//export mouse
func mouse(button, state, x, y C.int) {
event := glutInputEvent{false, 0, 0}
if state == C.GLUT_DOWN {
event.IsActive = true
event.X = int(x)
event.Y = int(y)
}
currentUI.glutInputting <- event
}
//export motion
func motion(x, y C.int) {
currentUI.glutInputting <- glutInputEvent{
IsActive: true,
X: int(x),
Y: int(y),
}
}
//export idle
func idle() {
C.glutPostRedisplay()
}
func new(screenWidth, screenHeight, screenScale int, title string) *GlutUI {
ui := &GlutUI{
glutInputting: make(chan glutInputEvent, 10),
updating: make(chan func(graphics.Context)),
updated: make(chan bool),
}
cargs := []*C.char{}
for _, arg := range os.Args {
cargs = append(cargs, C.CString(arg))
}
func (ui *UI) MainLoop() {
cargs := []*C.char{C.CString(os.Args[0])}
defer func() {
for _, carg := range cargs {
C.free(unsafe.Pointer(carg))
@ -99,73 +81,20 @@ func new(screenWidth, screenHeight, screenScale int, title string) *GlutUI {
C.glutInit(&cargc, &cargs[0])
C.glutInitDisplayMode(C.GLUT_RGBA)
C.glutInitWindowSize(
C.int(screenWidth*screenScale),
C.int(screenHeight*screenScale))
C.int(ui.screenWidth*ui.screenScale),
C.int(ui.screenHeight*ui.screenScale))
cTitle := C.CString(title)
cTitle := C.CString(ui.title)
defer C.free(unsafe.Pointer(cTitle))
C.glutCreateWindow(cTitle)
return ui
}
func Run(game ebiten.Game, screenWidth, screenHeight, screenScale int, title string) {
ui := new(screenWidth, screenHeight, screenScale, title)
currentUI = ui
graphicsDevice := opengl.NewDevice(
screenWidth, screenHeight, screenScale)
ui.graphicsDevice = graphicsDevice
graphicsDevice.Init()
ui.graphicsDevice = opengl.NewDevice(
ui.screenWidth, ui.screenHeight, ui.screenScale)
ui.graphicsDevice.Init()
game := <-ui.initializing
game.Init(ui.graphicsDevice.TextureFactory())
input := make(chan ebiten.InputState)
go func() {
ch := ui.glutInputting
for {
event := <-ch
inputState := ebiten.InputState{-1, -1}
if event.IsActive {
x := event.X / screenScale
y := event.Y / screenScale
if x < 0 {
x = 0
} else if screenWidth <= x {
x = screenWidth - 1
}
if y < 0 {
y = 0
} else if screenHeight <= y {
y = screenHeight - 1
}
inputState.X = x
inputState.Y = y
}
input <- inputState
}
}()
go func() {
frameTime := time.Duration(
int64(time.Second) / int64(ebiten.FPS))
tick := time.Tick(frameTime)
gameContext := &GameContext{
screenWidth: screenWidth,
screenHeight: screenHeight,
inputState: ebiten.InputState{-1, -1},
}
for {
select {
case gameContext.inputState = <-input:
case <-tick:
game.Update(gameContext)
case ui.updating <- game.Draw:
<-ui.updated
}
}
os.Exit(0)
}()
ui.initialized <- game
// Set the callbacks
C.setGlutFuncs()
@ -173,20 +102,75 @@ func Run(game ebiten.Game, screenWidth, screenHeight, screenScale int, title str
C.glutMainLoop()
}
type GameContext struct {
screenWidth int
screenHeight int
inputState ebiten.InputState
func (ui *UI) ScreenWidth() int {
return ui.screenWidth
}
func (context *GameContext) ScreenWidth() int {
return context.screenWidth
func (ui *UI) ScreenHeight() int {
return ui.screenHeight
}
func (context *GameContext) ScreenHeight() int {
return context.screenHeight
func (ui *UI) Initializing() chan<- ebiten.Game {
return ui.initializing
}
func (context *GameContext) InputState() ebiten.InputState {
return context.inputState
func (ui *UI) Initialized() <-chan ebiten.Game {
return ui.initialized
}
func (ui *UI) Updating() chan<- ebiten.Game {
return ui.updating
}
func (ui *UI) Updated() <-chan ebiten.Game {
return ui.updated
}
func (ui *UI) Input() <-chan ebiten.InputState {
return ui.input
}
func (ui *UI) normalizePoint(x, y int) (newX, newY int) {
x /= ui.screenScale
y /= ui.screenScale
if x < 0 {
x = 0
} else if ui.screenWidth <= x {
x = ui.screenWidth - 1
}
if y < 0 {
y = 0
} else if ui.screenHeight <= y {
y = ui.screenHeight - 1
}
return x, y
}
//export display
func display() {
game := <-currentUI.updating
currentUI.graphicsDevice.Update(game.Draw)
currentUI.updated <- game
C.glutSwapBuffers()
}
//export mouse
func mouse(button, state, x, y C.int) {
if state != C.GLUT_DOWN {
currentUI.input <- ebiten.InputState{-1, -1}
return
}
newX, newY := currentUI.normalizePoint(int(x), int(y))
currentUI.input <- ebiten.InputState{newX, newY}
}
//export motion
func motion(x, y C.int) {
newX, newY := currentUI.normalizePoint(int(x), int(y))
currentUI.input <- ebiten.InputState{newX, newY}
}
//export idle
func idle() {
C.glutPostRedisplay()
}