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https://github.com/hajimehoshi/ebiten.git
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Add Device.Update
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d6cd54eba7
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@ -26,12 +26,6 @@ import (
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"image/color"
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)
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type Device interface {
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Initializing() <-chan chan func(TextureFactory)
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TextureFactory() TextureFactory
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Drawing() <-chan chan func(Context)
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}
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type Rect struct {
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X int
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Y int
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@ -37,6 +37,8 @@ import (
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type Context struct {
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screen *Texture
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screenWidth int
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screenHeight int
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screenScale int
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textures map[graphics.TextureID]*Texture
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currentOffscreen *Texture
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@ -48,23 +50,28 @@ type Context struct {
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// This method should be called on the UI thread.
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func newContext(screenWidth, screenHeight, screenScale int) *Context {
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context := &Context{
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screenWidth: screenWidth,
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screenHeight: screenHeight,
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screenScale: screenScale,
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textures: map[graphics.TextureID]*Texture{},
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}
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return context
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}
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func (context *Context) Init() {
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// main framebuffer should be created sooner than any other framebuffers!
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mainFramebuffer := C.GLint(0)
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C.glGetIntegerv(C.GL_FRAMEBUFFER_BINDING, &mainFramebuffer)
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context.mainFramebufferTexture = newVirtualTexture(
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screenWidth*screenScale,
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screenHeight*screenScale)
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context.screenWidth*context.screenScale,
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context.screenHeight*context.screenScale)
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context.mainFramebufferTexture.framebuffer = C.GLuint(mainFramebuffer)
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initializeShaders()
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context.screen = context.NewTexture(screenWidth, screenHeight).(*Texture)
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return context
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context.screen =
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context.NewTexture(context.screenWidth, context.screenHeight).(*Texture)
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}
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func (context *Context) Screen() graphics.Texture {
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@ -35,29 +35,22 @@ type Device struct {
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screenScale int
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context *Context
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drawing chan chan func(graphics.Context)
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updating chan chan func()
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}
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func NewDevice(screenWidth, screenHeight, screenScale int, updating chan chan func()) *Device {
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context := newContext(screenWidth, screenHeight, screenScale)
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func NewDevice(screenWidth, screenHeight, screenScale int) *Device {
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graphicsContext := newContext(screenWidth, screenHeight, screenScale)
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device := &Device{
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screenScale: screenScale,
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context: graphicsContext,
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drawing: make(chan chan func(graphics.Context)),
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context: context,
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updating: updating,
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}
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go func() {
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for {
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ch := <-device.updating
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ch <- device.Update
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}
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}()
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return device
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}
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func (device *Device) Init() {
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device.context.Init()
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}
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func (device *Device) Drawing() <-chan chan func(graphics.Context) {
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return device.drawing
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}
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@ -57,17 +57,14 @@ type glutInputEvent struct {
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type GlutUI struct {
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screenScale int
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glutInputting chan glutInputEvent
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updating chan chan func()
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graphicsDevice *opengl.Device
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}
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var currentUI *GlutUI
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//export display
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func display() {
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ch := make(chan func())
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currentUI.updating <- ch
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f := <-ch
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f()
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currentUI.graphicsDevice.Update()
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C.glutSwapBuffers()
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}
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@ -97,9 +94,11 @@ func idle() {
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}
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func new(screenWidth, screenHeight, screenScale int, title string) *GlutUI {
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graphicsDevice := opengl.NewDevice(
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screenWidth, screenHeight, screenScale)
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ui := &GlutUI{
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glutInputting: make(chan glutInputEvent, 10),
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updating: make(chan chan func()),
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graphicsDevice: graphicsDevice,
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}
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cargs := []*C.char{}
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@ -125,6 +124,8 @@ func new(screenWidth, screenHeight, screenScale int, title string) *GlutUI {
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C.setGlutFuncs()
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graphicsDevice.Init()
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return ui
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}
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@ -135,12 +136,8 @@ func Run(game ebiten.Game, screenScale int, title string) {
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ui := new(screenWidth, screenHeight, screenScale, title)
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currentUI = ui
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graphicsDevice := opengl.NewDevice(
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screenWidth, screenHeight, screenScale,
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ui.updating)
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game.Init(graphicsDevice.TextureFactory())
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draw := graphicsDevice.Drawing()
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game.Init(ui.graphicsDevice.TextureFactory())
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draw := ui.graphicsDevice.Drawing()
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input := make(chan ebiten.InputState)
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go func() {
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