mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
parent
697835a313
commit
4fa52dcc56
@ -1,58 +0,0 @@
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// Copyright 2020 The Ebiten Authors
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//
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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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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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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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// +build monogame
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package audio
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import (
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"io"
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"time"
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)
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func newContextImpl(sampleRate int, initCh chan struct{}) context {
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return &mockContext{
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sampleRate: sampleRate,
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}
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}
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type mockContext struct {
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sampleRate int
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}
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func (*mockContext) Close() error {
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return nil
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}
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func (m *mockContext) NewPlayer() io.WriteCloser {
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return &mockPlayer{
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sampleRate: m.sampleRate,
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}
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}
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type mockPlayer struct {
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sampleRate int
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}
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func (m *mockPlayer) Write(bs []byte) (int, error) {
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bytesPerSec := 4 * m.sampleRate
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n := len(bs)
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time.Sleep(time.Duration(n) * time.Second / time.Duration(bytesPerSec))
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return n, nil
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}
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func (*mockPlayer) Close() error {
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return nil
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}
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@ -12,8 +12,6 @@
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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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// +build !monogame
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package audio
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import (
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@ -1,21 +0,0 @@
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#----------------------------- Global Properties ----------------------------#
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/outputDir:bin/$(Platform)
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/intermediateDir:obj/$(Platform)
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/platform:Windows
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/config:
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/profile:Reach
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/compress:False
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#-------------------------------- References --------------------------------#
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#---------------------------------- Content ---------------------------------#
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#begin Shader.fx
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/importer:EffectImporter
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/processor:EffectProcessor
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/processorParam:DebugMode=Auto
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/build:Shader.fx
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|
@ -1,6 +0,0 @@
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// Code generated by file2byteslice. DO NOT EDIT.
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// (gofmt is fine after generating)
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package main
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var content_mgcb = []byte("\r\n#----------------------------- Global Properties ----------------------------#\r\n\r\n/outputDir:bin/$(Platform)\r\n/intermediateDir:obj/$(Platform)\r\n/platform:Windows\r\n/config:\r\n/profile:Reach\r\n/compress:False\r\n\r\n#-------------------------------- References --------------------------------#\r\n\r\n\r\n#---------------------------------- Content ---------------------------------#\r\n\r\n#begin Shader.fx\r\n/importer:EffectImporter\r\n/processor:EffectProcessor\r\n/processorParam:DebugMode=Auto\r\n/build:Shader.fx\r\n\r\n")
|
@ -1,22 +0,0 @@
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// Copyright 2020 The Ebiten Authors
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//
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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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||||
//
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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
|
||||
// distributed under the License is distributed on an "AS IS" BASIS,
|
||||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
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||||
|
||||
//go:generate file2byteslice -package=main -input=gogame.cs -output=gogame.cs.go -var=gogame_cs
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//go:generate file2byteslice -package=main -input=program.cs -output=program.cs.go -var=program_cs
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||||
//go:generate file2byteslice -package=main -input=project.csproj -output=project.csproj.go -var=project_csproj
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||||
//go:generate file2byteslice -package=main -input=content.mgcb -output=content.mgcb.go -var=content_mgcb
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//go:generate file2byteslice -package=main -input=shader.fx -output=shader.fx.go -var=shader_fx
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//go:generate gofmt -s -w .
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package main
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@ -1,231 +0,0 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using System;
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using System.IO;
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using {{.Namespace}}.AutoGen;
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namespace {{.Namespace}}
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{
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// Operation must sync with driver.Operation.
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enum Operation
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{
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Zero,
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One,
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SrcAlpha,
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DstAlpha,
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OneMinusSrcAlpha,
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OneMinusDstAlpha,
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}
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public class GoGame : Game
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{
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private GraphicsDeviceManager graphics;
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private IInvokable onUpdate;
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private IInvokable onDraw;
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private VertexBuffer vertexBuffer;
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private IndexBuffer indexBuffer;
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private Effect effect;
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public GoGame(IInvokable onUpdate, IInvokable onDraw)
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{
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this.onUpdate = onUpdate;
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this.onDraw = onDraw;
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this.graphics = new GraphicsDeviceManager(this);
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this.graphics.PreferredBackBufferWidth = 640;
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this.graphics.PreferredBackBufferHeight = 480;
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this.Content.RootDirectory = "Content";
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this.IsMouseVisible = true;
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}
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protected override void LoadContent()
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{
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VertexElement[] elements = new VertexElement[]
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{
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new VertexElement(sizeof(float)*0, VertexElementFormat.Vector2, VertexElementUsage.Position, 0),
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new VertexElement(sizeof(float)*2, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 0),
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new VertexElement(sizeof(float)*4, VertexElementFormat.Vector4, VertexElementUsage.TextureCoordinate, 1),
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new VertexElement(sizeof(float)*8, VertexElementFormat.Vector4, VertexElementUsage.Color, 0),
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};
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this.vertexBuffer = new DynamicVertexBuffer(
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this.GraphicsDevice, new VertexDeclaration(elements), 65536, BufferUsage.None);
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this.GraphicsDevice.SetVertexBuffer(this.vertexBuffer);
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this.indexBuffer = new DynamicIndexBuffer(
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this.GraphicsDevice, IndexElementSize.SixteenBits, 65536, BufferUsage.None);
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this.GraphicsDevice.Indices = this.indexBuffer;
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// TODO: Add more shaders for e.g., linear filter.
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this.effect = Content.Load<Effect>("Shader");
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this.GraphicsDevice.RasterizerState = new RasterizerState()
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{
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CullMode = CullMode.None,
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};
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base.LoadContent();
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}
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internal void SetDestination(RenderTarget2D renderTarget2D, int viewportWidth, int viewportHeight)
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{
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this.GraphicsDevice.SetRenderTarget(renderTarget2D);
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this.GraphicsDevice.Viewport = new Viewport(0, 0, viewportWidth, viewportHeight);
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this.effect.Parameters["ViewportSize"].SetValue(new Vector2(viewportWidth, viewportHeight));
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}
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internal void SetSource(Texture2D texture2D)
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{
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this.effect.Parameters["Texture"].SetValue(texture2D);
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}
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internal void SetVertices(byte[] vertices, byte[] indices)
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{
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this.vertexBuffer.SetData(vertices, 0, vertices.Length);
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this.indexBuffer.SetData(indices, 0, indices.Length);
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}
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protected override void Update(GameTime gameTime)
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{
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this.onUpdate.Invoke(null);
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base.Update(gameTime);
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}
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protected override void Draw(GameTime gameTime)
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{
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this.onDraw.Invoke(null);
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base.Draw(gameTime);
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}
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internal void DrawTriangles(int indexLen, int indexOffset, Blend blendSrc, Blend blendDst)
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{
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this.GraphicsDevice.BlendState = new BlendState()
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{
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AlphaSourceBlend = blendSrc,
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ColorSourceBlend = blendSrc,
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AlphaDestinationBlend = blendDst,
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ColorDestinationBlend = blendDst,
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};
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foreach (EffectPass pass in this.effect.CurrentTechnique.Passes)
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{
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pass.Apply();
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this.GraphicsDevice.DrawIndexedPrimitives(
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PrimitiveType.TriangleList, 0, indexOffset, indexLen / 3);
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}
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}
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}
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// This methods are called from Go world. They must not have overloads.
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class GameGoBinding
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{
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private static Blend ToBlend(Operation operation)
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{
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switch (operation)
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{
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case Operation.Zero:
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return Blend.Zero;
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case Operation.One:
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return Blend.One;
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case Operation.SrcAlpha:
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return Blend.SourceAlpha;
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case Operation.DstAlpha:
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return Blend.DestinationAlpha;
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case Operation.OneMinusSrcAlpha:
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return Blend.InverseSourceAlpha;
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case Operation.OneMinusDstAlpha:
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return Blend.InverseDestinationAlpha;
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||||
}
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throw new ArgumentOutOfRangeException("operation", operation, "");
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}
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private GoGame game;
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private GameGoBinding(IInvokable onUpdate, IInvokable onDraw)
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{
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this.game = new GoGame(onUpdate, onDraw);
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||||
}
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||||
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||||
private void Run()
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||||
{
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||||
try
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||||
{
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this.game.Run();
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}
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finally
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{
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this.game.Dispose();
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||||
}
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||||
}
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private RenderTarget2D NewRenderTarget2D(double width, double height)
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||||
{
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||||
return new RenderTarget2D(this.game.GraphicsDevice, (int)width, (int)height);
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||||
}
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||||
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||||
private void Dispose(Texture2D texture2D)
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{
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||||
texture2D.Dispose();
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||||
}
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||||
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||||
private void ReplacePixels(RenderTarget2D renderTarget2D, byte[] pixels, double x, double y, double width, double height)
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||||
{
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||||
var rect = new Rectangle((int)x, (int)y, (int)width, (int)height);
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||||
renderTarget2D.SetData(0, rect, pixels, 0, pixels.Length);
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||||
}
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||||
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||||
private byte[] Pixels(Texture2D texture2D, double width, double height)
|
||||
{
|
||||
Rectangle rect = new Rectangle(0, 0, (int)width, (int)height);
|
||||
byte[] data = new byte[4*(int)width*(int)height];
|
||||
texture2D.GetData(0, rect, data, 0, data.Length);
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||||
return data;
|
||||
}
|
||||
|
||||
private void SetDestination(RenderTarget2D renderTarget2D, double viewportWidth, double viewportHeight)
|
||||
{
|
||||
this.game.SetDestination(renderTarget2D, (int)viewportWidth, (int)viewportHeight);
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||||
}
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||||
|
||||
private void SetSource(Texture2D texture2D)
|
||||
{
|
||||
this.game.SetSource(texture2D);
|
||||
}
|
||||
|
||||
private void SetVertices(byte[] vertices, byte[] indices)
|
||||
{
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||||
this.game.SetVertices(vertices, indices);
|
||||
}
|
||||
|
||||
private void Draw(double indexLen, double indexOffset, double operationSrc, double operationDst)
|
||||
{
|
||||
this.game.DrawTriangles((int)indexLen, (int)indexOffset, ToBlend((Operation)operationSrc), ToBlend((Operation)operationDst));
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||||
}
|
||||
|
||||
private bool IsKeyPressed(string driverKey)
|
||||
{
|
||||
Keys key;
|
||||
switch (driverKey)
|
||||
{
|
||||
case "KeyDown":
|
||||
key = Keys.Down;
|
||||
break;
|
||||
case "KeyLeft":
|
||||
key = Keys.Left;
|
||||
break;
|
||||
case "KeySpace":
|
||||
key = Keys.Space;
|
||||
break;
|
||||
case "KeyRight":
|
||||
key = Keys.Right;
|
||||
break;
|
||||
case "KeyUp":
|
||||
key = Keys.Up;
|
||||
break;
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
return Keyboard.GetState().IsKeyDown(key);
|
||||
}
|
||||
}
|
||||
}
|
File diff suppressed because one or more lines are too long
@ -1,268 +0,0 @@
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||||
// Copyright 2020 The Ebiten Authors
|
||||
//
|
||||
// Licensed under the Apache License, Version 2.0 (the "License");
|
||||
// you may not use this file except in compliance with the License.
|
||||
// You may obtain a copy of the License at
|
||||
//
|
||||
// http://www.apache.org/licenses/LICENSE-2.0
|
||||
//
|
||||
// Unless required by applicable law or agreed to in writing, software
|
||||
// distributed under the License is distributed on an "AS IS" BASIS,
|
||||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
package main
|
||||
|
||||
import (
|
||||
"bytes"
|
||||
"flag"
|
||||
"fmt"
|
||||
"io/ioutil"
|
||||
"os"
|
||||
"os/exec"
|
||||
"path/filepath"
|
||||
"strings"
|
||||
|
||||
"github.com/hajimehoshi/go2dotnet/gowasm2csharp"
|
||||
)
|
||||
|
||||
const ebitenmonogameName = "ebitenmonogame"
|
||||
|
||||
var (
|
||||
flagA bool // -a
|
||||
flagGcflags string // -gcflags
|
||||
flagI bool // -i
|
||||
flagLdflags string // -ldflags
|
||||
flagN bool // -n
|
||||
flagTags string // -tags
|
||||
flagTrimpath bool // -trimpath
|
||||
flagV bool // -v
|
||||
flagWork bool // -work
|
||||
flagX bool // -x
|
||||
|
||||
flagNamespace string // -namespace
|
||||
flagO string // -o
|
||||
)
|
||||
|
||||
func main() {
|
||||
if err := checkGOOS(); err != nil {
|
||||
fmt.Fprintf(os.Stderr, "%s: %v\n", ebitenmonogameName, err)
|
||||
os.Exit(2)
|
||||
}
|
||||
|
||||
var flagset flag.FlagSet
|
||||
flag.Usage = func() {
|
||||
fmt.Fprintf(os.Stderr, "%s [-namespace namespace] [-o output] [build flags] [package]\n", ebitenmonogameName)
|
||||
os.Exit(2)
|
||||
}
|
||||
|
||||
flagset.BoolVar(&flagA, "a", false, "")
|
||||
flagset.StringVar(&flagGcflags, "gcflags", "", "")
|
||||
flagset.BoolVar(&flagI, "i", false, "")
|
||||
flagset.StringVar(&flagLdflags, "ldflags", "", "")
|
||||
flagset.BoolVar(&flagN, "n", false, "")
|
||||
flagset.StringVar(&flagTags, "tags", "", "")
|
||||
flagset.BoolVar(&flagTrimpath, "trimpath", false, "")
|
||||
flagset.BoolVar(&flagV, "v", false, "")
|
||||
flagset.BoolVar(&flagWork, "work", false, "")
|
||||
flagset.BoolVar(&flagX, "x", false, "")
|
||||
|
||||
flagset.StringVar(&flagNamespace, "namespace", "", "")
|
||||
flagset.StringVar(&flagO, "o", "", "")
|
||||
|
||||
flagset.Parse(os.Args[1:])
|
||||
|
||||
if flagNamespace == "" {
|
||||
fmt.Fprintln(os.Stderr, "-namespace must be specified")
|
||||
os.Exit(2)
|
||||
}
|
||||
if flagO == "" {
|
||||
fmt.Fprintln(os.Stderr, "-o must be specified")
|
||||
os.Exit(2)
|
||||
}
|
||||
|
||||
if flagLdflags != "" {
|
||||
flagLdflags += " "
|
||||
}
|
||||
flagLdflags = "-X github.com/hajimehoshi/ebiten/internal/monogame.namespace=" + flagNamespace
|
||||
if flagTags != "" {
|
||||
flagTags += ","
|
||||
}
|
||||
flagTags += "monogame"
|
||||
|
||||
var src string
|
||||
switch srcs := flagset.Args(); len(srcs) {
|
||||
case 0:
|
||||
src = "."
|
||||
case 1:
|
||||
src = srcs[0]
|
||||
default:
|
||||
flag.Usage()
|
||||
}
|
||||
if err := run(src); err != nil {
|
||||
fmt.Fprintf(os.Stderr, "%s: %v\n", ebitenmonogameName, err)
|
||||
os.Exit(2)
|
||||
}
|
||||
}
|
||||
|
||||
func checkGOOS() error {
|
||||
out, err := exec.Command("go", "env", "GOOS").Output()
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
goos := strings.TrimSpace(string(out))
|
||||
if goos != "windows" {
|
||||
fmt.Fprintln(os.Stderr, "Warning: The output project is buildable on Windows.")
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
func run(src string) error {
|
||||
// TODO: Check src is a main package?
|
||||
|
||||
// Generate a wasm binary.
|
||||
env := []string{
|
||||
"GOOS=js",
|
||||
"GOARCH=wasm",
|
||||
}
|
||||
|
||||
dir, err := ioutil.TempDir("", "ebitenmonogame")
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
defer func() {
|
||||
if flagWork {
|
||||
fmt.Fprintf(os.Stderr, "The temporary work directory: %s\n", dir)
|
||||
return
|
||||
}
|
||||
os.RemoveAll(dir)
|
||||
}()
|
||||
|
||||
wasmFile := filepath.Join(dir, "tmp.wasm")
|
||||
|
||||
if err := runGo("build", []string{src}, env, "-o", wasmFile); err != nil {
|
||||
return err
|
||||
}
|
||||
if flagN {
|
||||
return nil
|
||||
}
|
||||
|
||||
autogenDir := filepath.Join(flagO, "autogen")
|
||||
if flagV {
|
||||
fmt.Fprintf(os.Stderr, "Writing %s%s*.cs\n", autogenDir, string(filepath.Separator))
|
||||
}
|
||||
if err := os.MkdirAll(autogenDir, 0755); err != nil {
|
||||
return err
|
||||
}
|
||||
if err := gowasm2csharp.Generate(autogenDir, wasmFile, flagNamespace+".AutoGen"); err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
if err := writeFile(filepath.Join(flagO, "GoGame.cs"), replaceNamespace(gogame_cs)); err != nil {
|
||||
return err
|
||||
}
|
||||
if err := writeFile(filepath.Join(flagO, "Program.cs"), replaceNamespace(program_cs)); err != nil {
|
||||
return err
|
||||
}
|
||||
abs, err := filepath.Abs(flagO)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
project := filepath.Base(abs)
|
||||
if err := writeFile(filepath.Join(flagO, project+".csproj"), replaceNamespace(project_csproj)); err != nil {
|
||||
return err
|
||||
}
|
||||
if err := writeFile(filepath.Join(flagO, "Content", "Content.mgcb"), replaceNamespace(content_mgcb)); err != nil {
|
||||
return err
|
||||
}
|
||||
if err := writeFile(filepath.Join(flagO, "Content", "Shader.fx"), replaceNamespace(shader_fx)); err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
func runGo(subcmd string, srcs []string, env []string, args ...string) error {
|
||||
cmd := exec.Command("go", subcmd)
|
||||
if flagA {
|
||||
cmd.Args = append(cmd.Args, "-a")
|
||||
}
|
||||
if flagGcflags != "" {
|
||||
cmd.Args = append(cmd.Args, "-gcflags", flagGcflags)
|
||||
}
|
||||
if flagI {
|
||||
cmd.Args = append(cmd.Args, "-i")
|
||||
}
|
||||
if flagLdflags != "" {
|
||||
cmd.Args = append(cmd.Args, "-ldflags", flagLdflags)
|
||||
}
|
||||
if flagTags != "" {
|
||||
cmd.Args = append(cmd.Args, "-tags", flagTags)
|
||||
}
|
||||
if flagTrimpath {
|
||||
cmd.Args = append(cmd.Args, "-trimpath")
|
||||
}
|
||||
if flagV {
|
||||
cmd.Args = append(cmd.Args, "-v")
|
||||
}
|
||||
if flagWork {
|
||||
cmd.Args = append(cmd.Args, "-work")
|
||||
}
|
||||
if flagX {
|
||||
cmd.Args = append(cmd.Args, "-x")
|
||||
}
|
||||
cmd.Args = append(cmd.Args, args...)
|
||||
cmd.Args = append(cmd.Args, srcs...)
|
||||
if len(env) > 0 {
|
||||
cmd.Env = append([]string{}, env...)
|
||||
}
|
||||
|
||||
if flagX || flagN {
|
||||
env := strings.Join(cmd.Env, " ")
|
||||
if env != "" {
|
||||
env += " "
|
||||
}
|
||||
fmt.Fprintf(os.Stderr, "%s%s\n", env, strings.Join(cmd.Args, " "))
|
||||
}
|
||||
if flagN {
|
||||
return nil
|
||||
}
|
||||
|
||||
if len(cmd.Env) > 0 {
|
||||
cmd.Env = append(os.Environ(), cmd.Env...)
|
||||
}
|
||||
|
||||
buf := &bytes.Buffer{}
|
||||
buf.WriteByte('\n')
|
||||
if flagV {
|
||||
cmd.Stdout = os.Stdout
|
||||
cmd.Stderr = os.Stderr
|
||||
} else {
|
||||
cmd.Stdout = buf
|
||||
cmd.Stderr = buf
|
||||
}
|
||||
|
||||
if err := cmd.Run(); err != nil {
|
||||
return fmt.Errorf("%s failed: %v%s", strings.Join(cmd.Args, " "), err, buf)
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
func writeFile(dst string, src []byte) error {
|
||||
if flagV {
|
||||
fmt.Fprintf(os.Stderr, "Writing %s\n", dst)
|
||||
}
|
||||
|
||||
if err := os.MkdirAll(filepath.Dir(dst), 0755); err != nil {
|
||||
return err
|
||||
}
|
||||
if err := ioutil.WriteFile(dst, src, 0644); err != nil {
|
||||
return err
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
func replaceNamespace(src []byte) []byte {
|
||||
return []byte(strings.ReplaceAll(string(src), "{{.Namespace}}", flagNamespace))
|
||||
}
|
@ -1,15 +0,0 @@
|
||||
using System;
|
||||
using {{.Namespace}}.AutoGen;
|
||||
|
||||
namespace {{.Namespace}}
|
||||
{
|
||||
public static class Program
|
||||
{
|
||||
[STAThread]
|
||||
static void Main()
|
||||
{
|
||||
Go go = new Go();
|
||||
go.Run();
|
||||
}
|
||||
}
|
||||
}
|
@ -1,6 +0,0 @@
|
||||
// Code generated by file2byteslice. DO NOT EDIT.
|
||||
// (gofmt is fine after generating)
|
||||
|
||||
package main
|
||||
|
||||
var program_cs = []byte("\ufeffusing System;\nusing {{.Namespace}}.AutoGen;\n\nnamespace {{.Namespace}}\n{\n public static class Program\n {\n [STAThread]\n static void Main()\n {\n Go go = new Go();\n go.Run();\n }\n }\n}\n")
|
@ -1,24 +0,0 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>WinExe</OutputType>
|
||||
<TargetFramework>net48</TargetFramework>
|
||||
</PropertyGroup>
|
||||
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
|
||||
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
|
||||
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<MonoGameContentReference Include="**\*.mgcb" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="MonoGame.Content.Builder" Version="3.7.0.9" />
|
||||
<PackageReference Include="MonoGame.Framework.DesktopGL.Core" Version="3.8.0.13" />
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
@ -1,6 +0,0 @@
|
||||
// Code generated by file2byteslice. DO NOT EDIT.
|
||||
// (gofmt is fine after generating)
|
||||
|
||||
package main
|
||||
|
||||
var project_csproj = []byte("<Project Sdk=\"Microsoft.NET.Sdk\">\n\n <PropertyGroup>\n <OutputType>WinExe</OutputType>\n <TargetFramework>net48</TargetFramework>\n </PropertyGroup>\n\n <PropertyGroup Condition=\" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' \">\n <AllowUnsafeBlocks>true</AllowUnsafeBlocks>\n </PropertyGroup>\n <PropertyGroup Condition=\" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' \">\n <AllowUnsafeBlocks>true</AllowUnsafeBlocks>\n </PropertyGroup>\n\n <ItemGroup>\n <MonoGameContentReference Include=\"**\\*.mgcb\" />\n </ItemGroup>\n\n <ItemGroup>\n <PackageReference Include=\"MonoGame.Content.Builder\" Version=\"3.7.0.9\" />\n <PackageReference Include=\"MonoGame.Framework.DesktopGL.Core\" Version=\"3.8.0.13\" />\n </ItemGroup>\n\n</Project>\n")
|
@ -1,69 +0,0 @@
|
||||
#if OPENGL
|
||||
#define SV_POSITION POSITION
|
||||
#define VS_SHADERMODEL vs_3_0
|
||||
#define PS_SHADERMODEL ps_3_0
|
||||
#else
|
||||
#define VS_SHADERMODEL vs_4_0_level_9_1
|
||||
#define PS_SHADERMODEL ps_4_0_level_9_1
|
||||
#endif
|
||||
|
||||
Texture2D Texture;
|
||||
float2 ViewportSize;
|
||||
|
||||
SamplerState samplerState
|
||||
{
|
||||
Texture = <Texture>;
|
||||
MinFilter = Point;
|
||||
MagFilter = Point;
|
||||
MipFilter = Point;
|
||||
AddressU = Clamp;
|
||||
AddressV = Clamp;
|
||||
};
|
||||
|
||||
struct VertexShaderInput
|
||||
{
|
||||
float2 Vertex : POSITION0;
|
||||
float2 TexCoord : TEXCOORD0;
|
||||
float4 TexRegion : TEXCOORD1;
|
||||
float4 Color : COLOR0;
|
||||
};
|
||||
|
||||
struct VertexShaderOutput
|
||||
{
|
||||
float4 Position : SV_POSITION;
|
||||
float2 TexCoord : TEXCOORD0;
|
||||
float4 Color : COLOR0;
|
||||
};
|
||||
|
||||
VertexShaderOutput MainVS(in VertexShaderInput input)
|
||||
{
|
||||
VertexShaderOutput output = (VertexShaderOutput)0;
|
||||
|
||||
float4x4 projectionMatrix = {
|
||||
2.0 / ViewportSize.x, 0, 0, -1,
|
||||
0, -2.0 / ViewportSize.y, 0, 1,
|
||||
0, 0, 1, 0,
|
||||
0, 0, 0, 1,
|
||||
};
|
||||
output.Position = mul(projectionMatrix, float4(input.Vertex.xy, 0, 1));
|
||||
output.TexCoord = input.TexCoord;
|
||||
output.Color = input.Color.rgba;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
float4 MainPS(VertexShaderOutput input) : COLOR
|
||||
{
|
||||
float4 c = tex2D(samplerState, input.TexCoord.xy).rgba;
|
||||
//float4 c = Texture.Sample(samplerState, input.TexCoord.xy);
|
||||
return c * input.Color.rgba;
|
||||
}
|
||||
|
||||
technique BasicColorDrawing
|
||||
{
|
||||
pass P0
|
||||
{
|
||||
VertexShader = compile VS_SHADERMODEL MainVS();
|
||||
PixelShader = compile PS_SHADERMODEL MainPS();
|
||||
}
|
||||
};
|
@ -1,6 +0,0 @@
|
||||
// Code generated by file2byteslice. DO NOT EDIT.
|
||||
// (gofmt is fine after generating)
|
||||
|
||||
package main
|
||||
|
||||
var shader_fx = []byte("\ufeff#if OPENGL\n #define SV_POSITION POSITION\n #define VS_SHADERMODEL vs_3_0\n #define PS_SHADERMODEL ps_3_0\n#else\n #define VS_SHADERMODEL vs_4_0_level_9_1\n #define PS_SHADERMODEL ps_4_0_level_9_1\n#endif\n\nTexture2D Texture;\nfloat2 ViewportSize;\n\nSamplerState samplerState\n{\n Texture = <Texture>;\n MinFilter = Point;\n MagFilter = Point;\n MipFilter = Point;\n AddressU = Clamp;\n AddressV = Clamp;\n};\n\nstruct VertexShaderInput\n{\n float2 Vertex : POSITION0;\n float2 TexCoord : TEXCOORD0;\n float4 TexRegion : TEXCOORD1;\n float4 Color : COLOR0;\n};\n\nstruct VertexShaderOutput\n{\n float4 Position : SV_POSITION;\n float2 TexCoord : TEXCOORD0;\n float4 Color : COLOR0;\n};\n\nVertexShaderOutput MainVS(in VertexShaderInput input)\n{\n VertexShaderOutput output = (VertexShaderOutput)0;\n\n float4x4 projectionMatrix = {\n 2.0 / ViewportSize.x, 0, 0, -1,\n 0, -2.0 / ViewportSize.y, 0, 1,\n 0, 0, 1, 0,\n 0, 0, 0, 1,\n };\n output.Position = mul(projectionMatrix, float4(input.Vertex.xy, 0, 1));\n output.TexCoord = input.TexCoord;\n output.Color = input.Color.rgba;\n\n return output;\n}\n\nfloat4 MainPS(VertexShaderOutput input) : COLOR\n{\n float4 c = tex2D(samplerState, input.TexCoord.xy).rgba;\n //float4 c = Texture.Sample(samplerState, input.TexCoord.xy);\n return c * input.Color.rgba;\n}\n\ntechnique BasicColorDrawing\n{\n pass P0\n {\n VertexShader = compile VS_SHADERMODEL MainVS();\n PixelShader = compile PS_SHADERMODEL MainPS();\n }\n};\n")
|
3
doc.go
3
doc.go
@ -96,7 +96,4 @@
|
||||
// number of graphics commands affects the performance of your game.
|
||||
//
|
||||
// `ebitengl` forces to use OpenGL in any environments.
|
||||
//
|
||||
// `monogame` changes the build target to MonoGame. This must be used with GOOS=js and GOARCH=wasm. This is
|
||||
// experimental.
|
||||
package ebiten
|
||||
|
@ -1,141 +0,0 @@
|
||||
// Copyright 2020 The Ebiten Authors
|
||||
//
|
||||
// Licensed under the Apache License, Version 2.0 (the "License");
|
||||
// you may not use this file except in compliance with the License.
|
||||
// You may obtain a copy of the License at
|
||||
//
|
||||
// http://www.apache.org/licenses/LICENSE-2.0
|
||||
//
|
||||
// Unless required by applicable law or agreed to in writing, software
|
||||
// distributed under the License is distributed on an "AS IS" BASIS,
|
||||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
// +build js
|
||||
|
||||
package monogame
|
||||
|
||||
import (
|
||||
"github.com/hajimehoshi/ebiten/internal/affine"
|
||||
"github.com/hajimehoshi/ebiten/internal/driver"
|
||||
"github.com/hajimehoshi/ebiten/internal/graphics"
|
||||
"github.com/hajimehoshi/ebiten/internal/monogame"
|
||||
"github.com/hajimehoshi/ebiten/internal/thread"
|
||||
)
|
||||
|
||||
type Graphics struct {
|
||||
game *monogame.Game
|
||||
}
|
||||
|
||||
var theGraphics Graphics
|
||||
|
||||
func Get() *Graphics {
|
||||
return &theGraphics
|
||||
}
|
||||
|
||||
func (g *Graphics) SetGame(game *monogame.Game) {
|
||||
g.game = game
|
||||
}
|
||||
|
||||
func (g *Graphics) SetThread(thread *thread.Thread) {
|
||||
panic("monogame: SetThread is not implemented")
|
||||
}
|
||||
|
||||
func (g *Graphics) Begin() {
|
||||
// Do nothing
|
||||
}
|
||||
|
||||
func (g *Graphics) End() {
|
||||
// Do nothing
|
||||
}
|
||||
|
||||
func (g *Graphics) SetTransparent(transparent bool) {
|
||||
panic("monogame: SetTransparent is not implemented yet")
|
||||
}
|
||||
|
||||
func (g *Graphics) SetVertices(vertices []float32, indices []uint16) {
|
||||
g.game.SetVertices(vertices, indices)
|
||||
}
|
||||
|
||||
func (g *Graphics) NewImage(width, height int) (driver.Image, error) {
|
||||
w, h := graphics.InternalImageSize(width), graphics.InternalImageSize(height)
|
||||
v := g.game.NewRenderTarget2D(w, h)
|
||||
return &Image{
|
||||
v: v,
|
||||
g: g,
|
||||
width: width,
|
||||
height: height,
|
||||
}, nil
|
||||
}
|
||||
|
||||
func (g *Graphics) NewScreenFramebufferImage(width, height int) (driver.Image, error) {
|
||||
return &Image{
|
||||
v: &screen{game: g.game},
|
||||
g: g,
|
||||
width: width,
|
||||
height: height,
|
||||
}, nil
|
||||
}
|
||||
|
||||
func (g *Graphics) Reset() error {
|
||||
return nil
|
||||
}
|
||||
|
||||
func (g *Graphics) Draw(indexLen int, indexOffset int, mode driver.CompositeMode, colorM *affine.ColorM, filter driver.Filter, address driver.Address) error {
|
||||
g.game.Draw(indexLen, indexOffset, mode, colorM, filter, address)
|
||||
return nil
|
||||
}
|
||||
|
||||
func (g *Graphics) SetVsyncEnabled(enabled bool) {
|
||||
panic("monogame: SetVsyncEnabled is not implemented yet")
|
||||
}
|
||||
|
||||
func (g *Graphics) FramebufferYDirection() driver.YDirection {
|
||||
return driver.Downward
|
||||
}
|
||||
|
||||
func (g *Graphics) NeedsRestoring() bool {
|
||||
return false
|
||||
}
|
||||
|
||||
func (g *Graphics) IsGL() bool {
|
||||
return false
|
||||
}
|
||||
|
||||
func (g *Graphics) HasHighPrecisionFloat() bool {
|
||||
return true
|
||||
}
|
||||
|
||||
func (g *Graphics) MaxImageSize() int {
|
||||
// TODO: Implement this
|
||||
return 4096
|
||||
}
|
||||
|
||||
type screen struct {
|
||||
game *monogame.Game
|
||||
}
|
||||
|
||||
func (s *screen) SetAsDestination(viewportWidth, viewportHeight int) {
|
||||
s.game.ResetDestination(viewportWidth, viewportHeight)
|
||||
}
|
||||
|
||||
func (s *screen) SetAsSource() {
|
||||
panic("monogame: SetAsSource on screen is forbidden")
|
||||
}
|
||||
|
||||
func (s *screen) Pixels(width, height int) ([]byte, error) {
|
||||
panic("monogame: Pixels on screen is forbidden")
|
||||
}
|
||||
|
||||
func (s *screen) ReplacePixels(args []*driver.ReplacePixelsArgs) {
|
||||
panic("monogame: ReplacePixels on screen is forbidden")
|
||||
}
|
||||
|
||||
func (s *screen) Dispose() {
|
||||
// Do nothing?
|
||||
}
|
||||
|
||||
func (s *screen) IsScreen() bool {
|
||||
return true
|
||||
}
|
@ -1,66 +0,0 @@
|
||||
// Copyright 2020 The Ebiten Authors
|
||||
//
|
||||
// Licensed under the Apache License, Version 2.0 (the "License");
|
||||
// you may not use this file except in compliance with the License.
|
||||
// You may obtain a copy of the License at
|
||||
//
|
||||
// http://www.apache.org/licenses/LICENSE-2.0
|
||||
//
|
||||
// Unless required by applicable law or agreed to in writing, software
|
||||
// distributed under the License is distributed on an "AS IS" BASIS,
|
||||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
// +build js
|
||||
|
||||
package monogame
|
||||
|
||||
import (
|
||||
"github.com/hajimehoshi/ebiten/internal/driver"
|
||||
"github.com/hajimehoshi/ebiten/internal/graphics"
|
||||
)
|
||||
|
||||
type RenderTarget2D interface {
|
||||
SetAsDestination(viewportWidth, viewportHeight int)
|
||||
SetAsSource()
|
||||
Pixels(width, height int) ([]byte, error)
|
||||
ReplacePixels(args []*driver.ReplacePixelsArgs)
|
||||
Dispose()
|
||||
IsScreen() bool
|
||||
}
|
||||
|
||||
type Image struct {
|
||||
v RenderTarget2D
|
||||
g *Graphics
|
||||
width int
|
||||
height int
|
||||
}
|
||||
|
||||
func (i *Image) Dispose() {
|
||||
i.v.Dispose()
|
||||
}
|
||||
|
||||
func (*Image) IsInvalidated() bool {
|
||||
return false
|
||||
}
|
||||
|
||||
func (i *Image) Pixels() ([]byte, error) {
|
||||
return i.v.Pixels(i.width, i.height)
|
||||
}
|
||||
|
||||
func (i *Image) SetAsDestination() {
|
||||
w, h := i.width, i.height
|
||||
if !i.v.IsScreen() {
|
||||
w, h = graphics.InternalImageSize(w), graphics.InternalImageSize(h)
|
||||
}
|
||||
i.v.SetAsDestination(w, h)
|
||||
}
|
||||
|
||||
func (i *Image) SetAsSource() {
|
||||
i.v.SetAsSource()
|
||||
}
|
||||
|
||||
func (i *Image) ReplacePixels(args []*driver.ReplacePixelsArgs) {
|
||||
i.v.ReplacePixels(args)
|
||||
}
|
@ -12,8 +12,6 @@
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
// +build !monogame
|
||||
|
||||
package jsutil
|
||||
|
||||
import (
|
||||
|
@ -1,25 +0,0 @@
|
||||
// Copyright 2019 The Ebiten Authors
|
||||
//
|
||||
// Licensed under the Apache License, Version 2.0 (the "License");
|
||||
// you may not use this file except in compliance with the License.
|
||||
// You may obtain a copy of the License at
|
||||
//
|
||||
// http://www.apache.org/licenses/LICENSE-2.0
|
||||
//
|
||||
// Unless required by applicable law or agreed to in writing, software
|
||||
// distributed under the License is distributed on an "AS IS" BASIS,
|
||||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
// +build monogame
|
||||
|
||||
package jsutil
|
||||
|
||||
import (
|
||||
"syscall/js"
|
||||
)
|
||||
|
||||
func TemporaryUint8Array(byteLength int) js.Value {
|
||||
panic("jsutil: TemporaryUint8Array is not implemented on monogame")
|
||||
}
|
@ -1,159 +0,0 @@
|
||||
// Copyright 2020 The Ebiten Authors
|
||||
//
|
||||
// Licensed under the Apache License, Version 2.0 (the "License");
|
||||
// you may not use this file except in compliance with the License.
|
||||
// You may obtain a copy of the License at
|
||||
//
|
||||
// http://www.apache.org/licenses/LICENSE-2.0
|
||||
//
|
||||
// Unless required by applicable law or agreed to in writing, software
|
||||
// distributed under the License is distributed on an "AS IS" BASIS,
|
||||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
// +build js
|
||||
|
||||
package monogame
|
||||
|
||||
import (
|
||||
"reflect"
|
||||
"runtime"
|
||||
"syscall/js"
|
||||
"unsafe"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/internal/affine"
|
||||
"github.com/hajimehoshi/ebiten/internal/driver"
|
||||
)
|
||||
|
||||
// TODO: This implementation depends on some C# files that are not uploaded yet.
|
||||
// Create 'ebitenmonogame' command to generate C# project for the MonoGame.
|
||||
|
||||
// namespace is C# namespace.
|
||||
//
|
||||
// This is overwritten by -ldflags='-X github.com/hajimehoshi/ebiten/internal/monogame.namespace=NAMESPACE'.
|
||||
var namespace = "Go2DotNet.Example.Ebiten"
|
||||
|
||||
type UpdateDrawer interface {
|
||||
Update() error
|
||||
Draw() error
|
||||
}
|
||||
|
||||
type Game struct {
|
||||
binding js.Value
|
||||
update js.Func
|
||||
draw js.Func
|
||||
}
|
||||
|
||||
func NewGame(ud UpdateDrawer) *Game {
|
||||
update := js.FuncOf(func(this js.Value, args []js.Value) interface{} {
|
||||
return ud.Update()
|
||||
})
|
||||
|
||||
draw := js.FuncOf(func(this js.Value, args []js.Value) interface{} {
|
||||
return ud.Draw()
|
||||
})
|
||||
|
||||
v := js.Global().Get(".net").Get(namespace+".GameGoBinding").New(update, draw)
|
||||
g := &Game{
|
||||
binding: v,
|
||||
update: update,
|
||||
draw: draw,
|
||||
}
|
||||
runtime.SetFinalizer(g, (*Game).Dispose)
|
||||
return g
|
||||
}
|
||||
|
||||
func (g *Game) Dispose() {
|
||||
runtime.SetFinalizer(g, nil)
|
||||
g.update.Release()
|
||||
g.draw.Release()
|
||||
}
|
||||
|
||||
func (g *Game) Run() {
|
||||
g.binding.Call("Run")
|
||||
}
|
||||
|
||||
func (g *Game) NewRenderTarget2D(width, height int) *RenderTarget2D {
|
||||
v := g.binding.Call("NewRenderTarget2D", width, height)
|
||||
r := &RenderTarget2D{
|
||||
v: v,
|
||||
binding: g.binding,
|
||||
}
|
||||
runtime.SetFinalizer(r, (*RenderTarget2D).Dispose)
|
||||
return r
|
||||
}
|
||||
|
||||
func (g *Game) SetVertices(vertices []float32, indices []uint16) {
|
||||
var vs, is js.Value
|
||||
{
|
||||
h := (*reflect.SliceHeader)(unsafe.Pointer(&vertices))
|
||||
h.Len *= 4
|
||||
h.Cap *= 4
|
||||
bs := *(*[]byte)(unsafe.Pointer(h))
|
||||
runtime.KeepAlive(vertices)
|
||||
vs = js.Global().Get("Uint8Array").New(len(bs))
|
||||
js.CopyBytesToJS(vs, bs)
|
||||
}
|
||||
{
|
||||
h := (*reflect.SliceHeader)(unsafe.Pointer(&indices))
|
||||
h.Len *= 2
|
||||
h.Cap *= 2
|
||||
bs := *(*[]byte)(unsafe.Pointer(h))
|
||||
runtime.KeepAlive(indices)
|
||||
is = js.Global().Get("Uint8Array").New(len(bs))
|
||||
js.CopyBytesToJS(is, bs)
|
||||
}
|
||||
g.binding.Call("SetVertices", vs, is)
|
||||
}
|
||||
|
||||
func (g *Game) Draw(indexLen int, indexOffset int, mode driver.CompositeMode, colorM *affine.ColorM, filter driver.Filter, address driver.Address) {
|
||||
src, dst := mode.Operations()
|
||||
g.binding.Call("Draw", indexLen, indexOffset, int(src), int(dst))
|
||||
}
|
||||
|
||||
func (g *Game) ResetDestination(viewportWidth, viewportHeight int) {
|
||||
g.binding.Call("SetDestination", nil, viewportWidth, viewportHeight)
|
||||
}
|
||||
|
||||
func (g *Game) IsKeyPressed(key driver.Key) bool {
|
||||
// Pass a string of the key since both driver.Key value and XNA's key value are not reliable.
|
||||
return g.binding.Call("IsKeyPressed", key.String()).Bool()
|
||||
}
|
||||
|
||||
type RenderTarget2D struct {
|
||||
v js.Value
|
||||
binding js.Value
|
||||
}
|
||||
|
||||
func (r *RenderTarget2D) Dispose() {
|
||||
runtime.SetFinalizer(r, nil)
|
||||
r.binding.Call("Dispose", r.v)
|
||||
}
|
||||
|
||||
func (r *RenderTarget2D) Pixels(width, height int) ([]byte, error) {
|
||||
v := r.binding.Call("Pixels", r.v, width, height)
|
||||
bs := make([]byte, v.Length())
|
||||
js.CopyBytesToGo(bs, v)
|
||||
return bs, nil
|
||||
}
|
||||
|
||||
func (r *RenderTarget2D) ReplacePixels(args []*driver.ReplacePixelsArgs) {
|
||||
for _, a := range args {
|
||||
arr := js.Global().Get("Uint8Array").New(len(a.Pixels))
|
||||
js.CopyBytesToJS(arr, a.Pixels)
|
||||
r.binding.Call("ReplacePixels", r.v, arr, a.X, a.Y, a.Width, a.Height)
|
||||
}
|
||||
}
|
||||
|
||||
func (r *RenderTarget2D) SetAsDestination(viewportWidth, viewportHeight int) {
|
||||
r.binding.Call("SetDestination", r.v, viewportWidth, viewportHeight)
|
||||
}
|
||||
|
||||
func (r *RenderTarget2D) SetAsSource() {
|
||||
r.binding.Call("SetSource", r.v)
|
||||
}
|
||||
|
||||
func (r *RenderTarget2D) IsScreen() bool {
|
||||
return false
|
||||
}
|
@ -1,82 +0,0 @@
|
||||
// Copyright 2020 The Ebiten Authors
|
||||
//
|
||||
// Licensed under the Apache License, Version 2.0 (the "License");
|
||||
// you may not use this file except in compliance with the License.
|
||||
// You may obtain a copy of the License at
|
||||
//
|
||||
// http://www.apache.org/licenses/LICENSE-2.0
|
||||
//
|
||||
// Unless required by applicable law or agreed to in writing, software
|
||||
// distributed under the License is distributed on an "AS IS" BASIS,
|
||||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
// +build js
|
||||
|
||||
package monogame
|
||||
|
||||
import (
|
||||
"github.com/hajimehoshi/ebiten/internal/driver"
|
||||
"github.com/hajimehoshi/ebiten/internal/monogame"
|
||||
)
|
||||
|
||||
type Input struct {
|
||||
game *monogame.Game
|
||||
}
|
||||
|
||||
func (i *Input) CursorPosition() (x, y int) {
|
||||
return 0, 0
|
||||
}
|
||||
|
||||
func (i *Input) GamepadSDLID(id int) string {
|
||||
return ""
|
||||
}
|
||||
|
||||
func (i *Input) GamepadName(id int) string {
|
||||
return ""
|
||||
}
|
||||
|
||||
func (i *Input) GamepadAxis(id int, axis int) float64 {
|
||||
return 0
|
||||
}
|
||||
|
||||
func (i *Input) GamepadAxisNum(id int) int {
|
||||
return 0
|
||||
}
|
||||
|
||||
func (i *Input) GamepadButtonNum(id int) int {
|
||||
return 0
|
||||
}
|
||||
|
||||
func (i *Input) GamepadIDs() []int {
|
||||
return nil
|
||||
}
|
||||
|
||||
func (i *Input) IsGamepadButtonPressed(id int, button driver.GamepadButton) bool {
|
||||
return false
|
||||
}
|
||||
|
||||
func (i *Input) IsKeyPressed(key driver.Key) bool {
|
||||
return i.game.IsKeyPressed(key)
|
||||
}
|
||||
|
||||
func (i *Input) IsMouseButtonPressed(button driver.MouseButton) bool {
|
||||
return false
|
||||
}
|
||||
|
||||
func (i *Input) RuneBuffer() []rune {
|
||||
return nil
|
||||
}
|
||||
|
||||
func (i *Input) TouchIDs() []int {
|
||||
return nil
|
||||
}
|
||||
|
||||
func (i *Input) TouchPosition(id int) (x, y int) {
|
||||
return 0, 0
|
||||
}
|
||||
|
||||
func (i *Input) Wheel() (xoff, yoff float64) {
|
||||
return 0, 0
|
||||
}
|
@ -1,129 +0,0 @@
|
||||
// Copyright 2020 The Ebiten Authors
|
||||
//
|
||||
// Licensed under the Apache License, Version 2.0 (the "License");
|
||||
// you may not use this file except in compliance with the License.
|
||||
// You may obtain a copy of the License at
|
||||
//
|
||||
// http://www.apache.org/licenses/LICENSE-2.0
|
||||
//
|
||||
// Unless required by applicable law or agreed to in writing, software
|
||||
// distributed under the License is distributed on an "AS IS" BASIS,
|
||||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
// +build js
|
||||
|
||||
package monogame
|
||||
|
||||
import (
|
||||
"github.com/hajimehoshi/ebiten/internal/driver"
|
||||
graphics "github.com/hajimehoshi/ebiten/internal/graphicsdriver/monogame"
|
||||
"github.com/hajimehoshi/ebiten/internal/monogame"
|
||||
)
|
||||
|
||||
type UI struct {
|
||||
game *monogame.Game
|
||||
context driver.UIContext
|
||||
input Input
|
||||
}
|
||||
|
||||
var theUI = &UI{}
|
||||
|
||||
func Get() *UI {
|
||||
return theUI
|
||||
}
|
||||
|
||||
func (u *UI) Run(context driver.UIContext) error {
|
||||
g := monogame.NewGame(context)
|
||||
defer g.Dispose()
|
||||
|
||||
u.game = g
|
||||
u.input.game = g
|
||||
u.context = context
|
||||
u.Graphics().(*graphics.Graphics).SetGame(g)
|
||||
u.updateSize()
|
||||
g.Run()
|
||||
return nil
|
||||
}
|
||||
|
||||
func (*UI) RunWithoutMainLoop(context driver.UIContext) {
|
||||
panic("monogame: RunWithoutMainLoop is not implemented")
|
||||
}
|
||||
|
||||
func (*UI) DeviceScaleFactor() float64 {
|
||||
return 1
|
||||
}
|
||||
|
||||
func (*UI) IsFocused() bool {
|
||||
return true
|
||||
}
|
||||
|
||||
func (*UI) ScreenSizeInFullscreen() (int, int) {
|
||||
// TODO: Implement this
|
||||
return 640, 480
|
||||
}
|
||||
|
||||
func (u *UI) ResetForFrame() {
|
||||
u.updateSize()
|
||||
}
|
||||
|
||||
func (u *UI) updateSize() {
|
||||
// TODO: Implement this
|
||||
u.context.Layout(640, 480)
|
||||
}
|
||||
|
||||
func (*UI) CursorMode() driver.CursorMode {
|
||||
return driver.CursorModeVisible
|
||||
}
|
||||
|
||||
func (*UI) SetCursorMode(mode driver.CursorMode) {
|
||||
// TODO: Implement this
|
||||
}
|
||||
|
||||
func (*UI) IsFullscreen() bool {
|
||||
// TODO: Implement this
|
||||
return false
|
||||
}
|
||||
|
||||
func (*UI) SetFullscreen(fullscreen bool) {
|
||||
// TODO: Implement this
|
||||
}
|
||||
|
||||
func (*UI) IsRunnableOnUnfocused() bool {
|
||||
// TODO: Implement this
|
||||
return false
|
||||
}
|
||||
|
||||
func (*UI) SetRunnableOnUnfocused(runnableOnUnfocused bool) {
|
||||
// TODO: Implement this
|
||||
}
|
||||
|
||||
func (*UI) IsVsyncEnabled() bool {
|
||||
// TODO: Implement this
|
||||
return true
|
||||
}
|
||||
|
||||
func (*UI) SetVsyncEnabled(enabled bool) {
|
||||
// TODO: Implement this
|
||||
}
|
||||
|
||||
func (*UI) IsScreenTransparent() bool {
|
||||
return false
|
||||
}
|
||||
|
||||
func (*UI) SetScreenTransparent(transparent bool) {
|
||||
panic("monogame: SetScreenTransparent is not implemented")
|
||||
}
|
||||
|
||||
func (u *UI) Input() driver.Input {
|
||||
return &u.input
|
||||
}
|
||||
|
||||
func (*UI) Window() driver.Window {
|
||||
return nil
|
||||
}
|
||||
|
||||
func (*UI) Graphics() driver.Graphics {
|
||||
return graphics.Get()
|
||||
}
|
@ -12,7 +12,6 @@
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
// +build !monogame
|
||||
// +build js
|
||||
|
||||
package ebiten
|
||||
|
@ -1,27 +0,0 @@
|
||||
// Copyright 2020 The Ebiten Authors
|
||||
//
|
||||
// Licensed under the Apache License, Version 2.0 (the "License");
|
||||
// you may not use this file except in compliance with the License.
|
||||
// You may obtain a copy of the License at
|
||||
//
|
||||
// http://www.apache.org/licenses/LICENSE-2.0
|
||||
//
|
||||
// Unless required by applicable law or agreed to in writing, software
|
||||
// distributed under the License is distributed on an "AS IS" BASIS,
|
||||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
// +build monogame
|
||||
// +build js
|
||||
|
||||
package ebiten
|
||||
|
||||
import (
|
||||
"github.com/hajimehoshi/ebiten/internal/driver"
|
||||
"github.com/hajimehoshi/ebiten/internal/uidriver/monogame"
|
||||
)
|
||||
|
||||
func uiDriver() driver.UI {
|
||||
return monogame.Get()
|
||||
}
|
Loading…
Reference in New Issue
Block a user