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https://github.com/hajimehoshi/ebiten.git
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Add ui.UI
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parent
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commit
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@ -8,6 +8,7 @@ import (
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"github.com/hajimehoshi/go-ebiten/example/game/rects"
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"github.com/hajimehoshi/go-ebiten/example/game/rotating"
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"github.com/hajimehoshi/go-ebiten/example/game/sprites"
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"github.com/hajimehoshi/go-ebiten/ui"
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"github.com/hajimehoshi/go-ebiten/ui/cocoa"
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_ "github.com/hajimehoshi/go-ebiten/ui/glut"
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"os"
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@ -41,5 +42,6 @@ func main() {
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}
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const screenScale = 2
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cocoa.Run(game, 256, 240, screenScale, "Ebiten Demo")
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cocoaUI := cocoa.New(256, 240, screenScale, "Ebiten Demo")
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ui.Run(cocoaUI, game)
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}
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@ -12,7 +12,6 @@ import "C"
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import (
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"github.com/hajimehoshi/go-ebiten"
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"github.com/hajimehoshi/go-ebiten/graphics/opengl"
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"time"
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"unsafe"
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)
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@ -20,16 +19,74 @@ type UI struct {
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screenWidth int
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screenHeight int
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screenScale int
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graphicsDevice *opengl.Device
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title string
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initializing chan ebiten.Game
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initialized chan ebiten.Game
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updating chan ebiten.Game
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updated chan ebiten.Game
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input chan ebiten.InputState
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graphicsDevice *opengl.Device
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}
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var currentUI *UI
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func New(screenWidth, screenHeight, screenScale int, title string) *UI {
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if currentUI != nil {
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panic("UI can't be duplicated.")
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}
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ui := &UI{
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screenWidth: screenWidth,
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screenHeight: screenHeight,
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screenScale: screenScale,
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title: title,
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initializing: make(chan ebiten.Game),
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initialized: make(chan ebiten.Game),
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updating: make(chan ebiten.Game),
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updated: make(chan ebiten.Game),
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input: make(chan ebiten.InputState),
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}
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currentUI = ui
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return ui
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}
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func (ui *UI) MainLoop() {
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cTitle := C.CString(ui.title)
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defer C.free(unsafe.Pointer(cTitle))
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C.Run(C.size_t(ui.screenWidth),
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C.size_t(ui.screenHeight),
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C.size_t(ui.screenScale),
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cTitle)
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}
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func (ui *UI) ScreenWidth() int {
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return ui.screenWidth
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}
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func (ui *UI) ScreenHeight() int {
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return ui.screenHeight
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}
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func (ui *UI) Initializing() chan<- ebiten.Game {
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return ui.initializing
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}
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func (ui *UI) Initialized() <-chan ebiten.Game {
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return ui.initialized
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}
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func (ui *UI) Updating() chan<- ebiten.Game {
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return ui.updating
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}
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func (ui *UI) Updated() <-chan ebiten.Game {
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return ui.updated
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}
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func (ui *UI) Input() <-chan ebiten.InputState {
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return ui.input
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}
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//export ebiten_EbitenOpenGLView_Initialized
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func ebiten_EbitenOpenGLView_Initialized() {
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if currentUI.graphicsDevice != nil {
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@ -76,64 +133,3 @@ func ebiten_EbitenOpenGLView_InputUpdated(inputType C.InputType, cx, cy C.int) {
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}
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currentUI.input <- ebiten.InputState{x, y}
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}
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func Run(game ebiten.Game, screenWidth, screenHeight, screenScale int,
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title string) {
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currentUI = &UI{
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screenWidth: screenWidth,
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screenHeight: screenHeight,
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screenScale: screenScale,
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initializing: make(chan ebiten.Game),
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initialized: make(chan ebiten.Game),
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updating: make(chan ebiten.Game),
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updated: make(chan ebiten.Game),
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input: make(chan ebiten.InputState),
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}
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go func() {
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frameTime := time.Duration(
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int64(time.Second) / int64(ebiten.FPS))
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tick := time.Tick(frameTime)
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gameContext := &GameContext{
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screenWidth: screenWidth,
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screenHeight: screenHeight,
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inputState: ebiten.InputState{-1, -1},
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}
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currentUI.initializing <- game
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game = <-currentUI.initialized
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for {
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select {
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case gameContext.inputState = <-currentUI.input:
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case <-tick:
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game.Update(gameContext)
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case currentUI.updating <- game:
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game = <-currentUI.updated
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}
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}
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}()
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cTitle := C.CString(title)
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defer C.free(unsafe.Pointer(cTitle))
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C.Run(C.size_t(screenWidth),
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C.size_t(screenHeight),
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C.size_t(screenScale),
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cTitle)
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}
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type GameContext struct {
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screenWidth int
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screenHeight int
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inputState ebiten.InputState
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}
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func (context *GameContext) ScreenWidth() int {
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return context.screenWidth
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}
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func (context *GameContext) ScreenHeight() int {
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return context.screenHeight
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}
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func (context *GameContext) InputState() ebiten.InputState {
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return context.inputState
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}
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@ -14,11 +14,13 @@
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styleMask:style];
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NSScreen* screen = [[NSScreen screens] objectAtIndex:0];
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NSSize screenSize = [screen visibleFrame].size;
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// Reference: Mac OS X Human Interface Guidelines: UI Element Guidelines: Windows
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// Reference: Mac OS X Human Interface Guidelines: UI Element Guidelines:
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// Windows
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// http://developer.apple.com/library/mac/#documentation/UserExperience/Conceptual/AppleHIGuidelines/Windows/Windows.html
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NSRect contentRect = NSMakeRect((screenSize.width - windowRect.size.width) / 2,
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(screenSize.height - windowRect.size.height) * 2 / 3,
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size.width, size.height);
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NSRect contentRect =
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NSMakeRect((screenSize.width - windowRect.size.width) / 2,
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(screenSize.height - windowRect.size.height) * 2 / 3,
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size.width, size.height);
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self = [super initWithContentRect:contentRect
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styleMask:style
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backing:NSBackingStoreBuffered
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@ -53,9 +55,10 @@
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alternateButton:nil
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otherButton:@"Cancel"
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informativeTextWithFormat:@""];
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SEL selector = @selector(alertDidEnd:returnCode:contextInfo:);
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[alert beginSheetModalForWindow:sender
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modalDelegate:self
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didEndSelector:@selector(alertDidEnd:returnCode:contextInfo:)
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didEndSelector:selector
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contextInfo:nil];
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}
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return NO;
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@ -7,8 +7,9 @@
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void Run(size_t width, size_t height, size_t scale, const char* title) {
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@autoreleasepool {
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NSSize size = NSMakeSize(width * scale, height * scale);
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EbitenWindow* window = [[EbitenWindow alloc]
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initWithSize:NSMakeSize(width * scale, height * scale)];
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initWithSize:size];
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[window setTitle: [[NSString alloc] initWithUTF8String:title]];
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EbitenController* controller = [[EbitenController alloc]
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initWithWindow:window];
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61
ui/ui.go
Normal file
61
ui/ui.go
Normal file
@ -0,0 +1,61 @@
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package ui
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import (
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"github.com/hajimehoshi/go-ebiten"
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"time"
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)
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type UI interface {
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MainLoop()
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ScreenWidth() int
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ScreenHeight() int
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Initializing() chan<- ebiten.Game
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Initialized() <-chan ebiten.Game
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Updating() chan<- ebiten.Game
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Updated() <-chan ebiten.Game
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Input() <-chan ebiten.InputState
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}
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func mainLoop(ui UI, game ebiten.Game) {
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frameTime := time.Duration(int64(time.Second) / int64(ebiten.FPS))
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tick := time.Tick(frameTime)
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gameContext := &GameContext{
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screenWidth: ui.ScreenWidth(),
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screenHeight: ui.ScreenHeight(),
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inputState: ebiten.InputState{-1, -1},
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}
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ui.Initializing() <- game
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game = <-ui.Initialized()
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for {
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select {
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case gameContext.inputState = <-ui.Input():
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case <-tick:
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game.Update(gameContext)
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case ui.Updating() <- game:
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game = <-ui.Updated()
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}
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}
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}
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func Run(ui UI, game ebiten.Game) {
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go mainLoop(ui, game)
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ui.MainLoop()
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}
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type GameContext struct {
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screenWidth int
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screenHeight int
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inputState ebiten.InputState
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}
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func (context *GameContext) ScreenWidth() int {
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return context.screenWidth
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}
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func (context *GameContext) ScreenHeight() int {
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return context.screenHeight
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}
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func (context *GameContext) InputState() ebiten.InputState {
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return context.inputState
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}
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