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https://github.com/hajimehoshi/ebiten.git
synced 2024-12-26 19:58:54 +01:00
Refactoring: lazy initializing the application
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parent
1f1c5cba95
commit
5d2e2476b6
@ -59,7 +59,7 @@ func main() {
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}
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}
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}()
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}()
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//u.MainLoop()
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u.RunMainLoop()
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for {
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for {
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u.PollEvents()
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u.PollEvents()
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@ -30,6 +30,7 @@ type GameWindow struct {
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screenWidth int
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screenWidth int
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screenHeight int
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screenHeight int
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screenScale int
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screenScale int
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title string
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closed bool
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closed bool
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native *C.EbitenGameWindow
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native *C.EbitenGameWindow
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pressedKeys map[ui.Key]struct{}
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pressedKeys map[ui.Key]struct{}
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@ -41,27 +42,30 @@ type GameWindow struct {
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var windows = map[*C.EbitenGameWindow]*GameWindow{}
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var windows = map[*C.EbitenGameWindow]*GameWindow{}
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func runGameWindow(graphicsDevice *opengl.Device, width, height, scale int, title string, sharedContext *C.NSOpenGLContext) *GameWindow {
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func newGameWindow(width, height, scale int, title string) *GameWindow {
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w := &GameWindow{
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return &GameWindow{
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graphicsDevice: graphicsDevice,
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screenWidth: width,
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screenWidth: width,
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screenHeight: height,
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screenHeight: height,
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screenScale: scale,
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screenScale: scale,
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title: title,
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closed: false,
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closed: false,
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pressedKeys: map[ui.Key]struct{}{},
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pressedKeys: map[ui.Key]struct{}{},
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funcs: make(chan func()),
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funcs: make(chan func()),
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funcsDone: make(chan struct{}),
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funcsDone: make(chan struct{}),
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}
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}
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}
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cTitle := C.CString(title)
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func (w *GameWindow) run(graphicsDevice *opengl.Device, sharedContext *C.NSOpenGLContext) {
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cTitle := C.CString(w.title)
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defer C.free(unsafe.Pointer(cTitle))
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defer C.free(unsafe.Pointer(cTitle))
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ch := make(chan struct{})
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ch := make(chan struct{})
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go func() {
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go func() {
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runtime.LockOSThread()
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runtime.LockOSThread()
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glContext := C.CreateGLContext(sharedContext)
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glContext := C.CreateGLContext(sharedContext)
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w.native = C.CreateGameWindow(C.size_t(width*scale),
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w.graphicsDevice = graphicsDevice
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C.size_t(height*scale),
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w.native = C.CreateGameWindow(C.size_t(w.screenWidth*w.screenScale),
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C.size_t(w.screenHeight*w.screenScale),
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cTitle,
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cTitle,
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glContext)
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glContext)
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windows[w.native] = w
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windows[w.native] = w
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@ -70,9 +74,9 @@ func runGameWindow(graphicsDevice *opengl.Device, width, height, scale int, titl
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}()
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}()
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<-ch
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<-ch
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w.useGLContext(func() {
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w.useGLContext(func() {
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w.context = w.graphicsDevice.CreateContext(width, height, scale)
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w.context = w.graphicsDevice.CreateContext(
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w.screenWidth, w.screenHeight, w.screenScale)
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})
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})
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return w
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}
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}
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func (w *GameWindow) loop() {
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func (w *GameWindow) loop() {
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@ -15,37 +15,45 @@ import (
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)
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)
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type textureFactory struct {
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type textureFactory struct {
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sharedContext *C.NSOpenGLContext
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inited chan struct{}
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graphicsDevice *opengl.Device
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graphicsDevice *opengl.Device
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events chan interface{}
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events chan interface{}
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funcs chan func()
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funcs chan func()
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funcsDone chan struct{}
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funcsDone chan struct{}
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gameWindows chan *GameWindow
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}
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}
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func runTextureFactory() *textureFactory {
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func newTextureFactory() *textureFactory {
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t := &textureFactory{
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return &textureFactory{
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inited: make(chan struct{}),
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funcs: make(chan func()),
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funcs: make(chan func()),
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funcsDone: make(chan struct{}),
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funcsDone: make(chan struct{}),
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gameWindows: make(chan *GameWindow),
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}
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}
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ch := make(chan struct{})
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go func() {
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runtime.LockOSThread()
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t.sharedContext = C.CreateGLContext(nil)
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close(ch)
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t.loop()
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}()
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<-ch
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t.useGLContext(func() {
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t.graphicsDevice = opengl.NewDevice()
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})
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return t
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}
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}
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func (t *textureFactory) loop() {
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func (t *textureFactory) run() {
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var sharedContext *C.NSOpenGLContext
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go func() {
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runtime.LockOSThread()
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t.graphicsDevice = opengl.NewDevice()
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sharedContext = C.CreateGLContext(nil)
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close(t.inited)
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t.loop(sharedContext)
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}()
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<-t.inited
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go func() {
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for w := range t.gameWindows {
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w.run(t.graphicsDevice, sharedContext)
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}
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}()
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}
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func (t *textureFactory) loop(sharedContext *C.NSOpenGLContext) {
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for {
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for {
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select {
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select {
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case f := <-t.funcs:
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case f := <-t.funcs:
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C.UseGLContext(t.sharedContext)
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C.UseGLContext(sharedContext)
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f()
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f()
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C.UnuseGLContext()
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C.UnuseGLContext()
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t.funcsDone <- struct{}{}
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t.funcsDone <- struct{}{}
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@ -59,7 +67,11 @@ func (t *textureFactory) useGLContext(f func()) {
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}
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}
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func (t *textureFactory) createGameWindow(width, height, scale int, title string) *GameWindow {
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func (t *textureFactory) createGameWindow(width, height, scale int, title string) *GameWindow {
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return runGameWindow(t.graphicsDevice, width, height, scale, title, t.sharedContext)
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w := newGameWindow(width, height, scale, title)
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go func() {
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t.gameWindows <- w
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}()
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return w
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}
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}
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func (t *textureFactory) Events() <-chan interface{} {
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func (t *textureFactory) Events() <-chan interface{} {
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@ -72,6 +84,7 @@ func (t *textureFactory) Events() <-chan interface{} {
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func (t *textureFactory) CreateTexture(tag interface{}, img image.Image, filter graphics.Filter) {
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func (t *textureFactory) CreateTexture(tag interface{}, img image.Image, filter graphics.Filter) {
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go func() {
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go func() {
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<-t.inited
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var id graphics.TextureId
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var id graphics.TextureId
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var err error
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var err error
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t.useGLContext(func() {
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t.useGLContext(func() {
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@ -91,6 +104,7 @@ func (t *textureFactory) CreateTexture(tag interface{}, img image.Image, filter
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func (t *textureFactory) CreateRenderTarget(tag interface{}, width, height int) {
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func (t *textureFactory) CreateRenderTarget(tag interface{}, width, height int) {
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go func() {
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go func() {
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<-t.inited
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var id graphics.RenderTargetId
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var id graphics.RenderTargetId
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var err error
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var err error
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t.useGLContext(func() {
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t.useGLContext(func() {
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@ -25,10 +25,8 @@ func getCurrentUI() *cocoaUI {
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}
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}
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currentUI = &cocoaUI{}
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currentUI = &cocoaUI{}
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currentUI.textureFactory = newTextureFactory()
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C.StartApplication()
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currentUI.textureFactory = runTextureFactory()
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return currentUI
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return currentUI
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}
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}
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@ -48,6 +46,10 @@ func (u *cocoaUI) PollEvents() {
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C.PollEvents()
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C.PollEvents()
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}
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}
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func (u *cocoaUI) MainLoop() {
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func (u *cocoaUI) RunMainLoop() {
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C.Run()
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C.StartApplication()
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currentUI.textureFactory.run()
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// TODO: Enable the loop
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//C.Run()
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}
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}
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2
ui/ui.go
2
ui/ui.go
@ -35,7 +35,7 @@ type WindowClosedEvent struct {
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type UI interface {
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type UI interface {
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PollEvents()
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PollEvents()
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CreateGameWindow(screenWidth, screenHeight, screenScale int, title string) GameWindow
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CreateGameWindow(screenWidth, screenHeight, screenScale int, title string) GameWindow
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MainLoop()
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RunMainLoop()
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}
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}
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type Window interface {
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type Window interface {
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