mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-26 11:48:55 +01:00
Remove ui.GameWindow; Add ui.Canvas
This commit is contained in:
parent
214f099ef7
commit
fb4751e8cd
@ -52,14 +52,6 @@ func NewGame(textures Textures) *Game {
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return game
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return game
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}
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}
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func (game *Game) HandleEvent(e interface{}) {
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switch e := e.(type) {
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case ui.KeyStateUpdatedEvent:
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game.input.UpdateKeys(e.Keys)
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case ui.MouseStateUpdatedEvent:
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}
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}
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func (game *Game) isInitialized() bool {
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func (game *Game) isInitialized() bool {
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for name, _ := range texturePaths {
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for name, _ := range texturePaths {
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if !game.textures.Has(name) {
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if !game.textures.Has(name) {
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@ -74,11 +66,11 @@ func (game *Game) isInitialized() bool {
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return true
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return true
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}
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}
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func (game *Game) Update() {
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func (game *Game) Update(state ui.CanvasState) {
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if !game.isInitialized() {
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if !game.isInitialized() {
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return
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return
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}
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}
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game.input.Update()
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game.input.Update(state.Keys)
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game.sceneManager.Update(&GameState{
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game.sceneManager.Update(&GameState{
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SceneManager: game.sceneManager,
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SceneManager: game.sceneManager,
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Input: game.input,
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Input: game.input,
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@ -6,7 +6,6 @@ import (
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type Input struct {
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type Input struct {
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states map[ui.Key]int
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states map[ui.Key]int
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lastPressedKeys map[ui.Key]struct{}
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}
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}
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func NewInput() *Input {
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func NewInput() *Input {
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@ -23,19 +22,17 @@ func (i *Input) StateForKey(key ui.Key) int {
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return i.states[key]
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return i.states[key]
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}
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}
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func (i *Input) Update() {
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func (i *Input) Update(keys []ui.Key) {
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pressedKeys := map[ui.Key]struct{}{}
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for _, key := range keys {
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pressedKeys[key] = struct{}{}
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}
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for key, _ := range i.states {
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for key, _ := range i.states {
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if _, ok := i.lastPressedKeys[key]; !ok {
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if _, ok := pressedKeys[key]; !ok {
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i.states[key] = 0
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i.states[key] = 0
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continue
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continue
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}
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}
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i.states[key] += 1
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i.states[key] += 1
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}
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}
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}
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}
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func (i *Input) UpdateKeys(keys []ui.Key) {
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i.lastPressedKeys = map[ui.Key]struct{}{}
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for _, key := range keys {
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i.lastPressedKeys[key] = struct{}{}
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}
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}
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@ -13,8 +13,7 @@ import (
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)
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)
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type Game interface {
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type Game interface {
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HandleEvent(e interface{})
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Update(state ui.CanvasState)
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Update()
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Draw(c graphics.Context)
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Draw(c graphics.Context)
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}
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}
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@ -31,9 +30,8 @@ func main() {
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const title = "Ebiten Demo"
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const title = "Ebiten Demo"
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u := cocoa.UI()
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u := cocoa.UI()
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window := u.CreateGameWindow(screenWidth, screenHeight, screenScale, title)
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canvas := u.CreateCanvas(screenWidth, screenHeight, screenScale, title)
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windowEvents := window.Events()
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textureFactory := cocoa.TextureFactory()
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textureFactory := cocoa.TextureFactory()
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var game Game = blocks.NewGame(NewTextures(textureFactory))
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var game Game = blocks.NewGame(NewTextures(textureFactory))
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tick := time.Tick(frameTime)
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tick := time.Tick(frameTime)
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@ -47,16 +45,18 @@ func main() {
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u.DoEvents()
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u.DoEvents()
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select {
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select {
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default:
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default:
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window.Draw(func(context graphics.Context) {
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canvas.Draw(game.Draw)
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game.Draw(context)
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})
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case <-tick:
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case <-tick:
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game.Update()
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state := canvas.State()
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case e := <-windowEvents:
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game.Update(state)
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if state.IsClosed {
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return
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}
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/*case e := <-windowEvents:
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game.HandleEvent(e)
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game.HandleEvent(e)
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if _, ok := e.(ui.WindowClosedEvent); ok {
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if _, ok := e.(ui.WindowClosedEvent); ok {
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return
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return
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}
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}*/
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case <-sigterm:
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case <-sigterm:
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return
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return
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}
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}
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@ -21,30 +21,36 @@ import (
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"github.com/hajimehoshi/go-ebiten/graphics/opengl"
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"github.com/hajimehoshi/go-ebiten/graphics/opengl"
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"github.com/hajimehoshi/go-ebiten/ui"
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"github.com/hajimehoshi/go-ebiten/ui"
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"runtime"
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"runtime"
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"sync"
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"time"
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"time"
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"unsafe"
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"unsafe"
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)
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)
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type GameWindow struct {
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type GameWindow struct {
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screenWidth int
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state ui.CanvasState
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screenHeight int
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screenScale int
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title string
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title string
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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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funcs chan func(*opengl.Context)
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funcs chan func(*opengl.Context)
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funcsDone chan struct{}
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funcsDone chan struct{}
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closed chan struct{}
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closed chan struct{}
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events chan interface{}
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sync.RWMutex
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}
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}
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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 newGameWindow(width, height, scale int, title string) *GameWindow {
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func newGameWindow(width, height, scale int, title string) *GameWindow {
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state := ui.CanvasState{
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Width: width,
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Height: height,
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Scale: scale,
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Keys: []ui.Key{},
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MouseX: -1,
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MouseY: -1,
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IsClosed: false,
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}
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return &GameWindow{
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return &GameWindow{
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screenWidth: width,
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state: state,
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screenHeight: height,
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screenScale: scale,
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title: title,
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title: title,
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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(*opengl.Context)),
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funcs: make(chan func(*opengl.Context)),
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@ -61,8 +67,9 @@ func (w *GameWindow) run(sharedGLContext *C.NSOpenGLContext) {
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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(sharedGLContext)
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glContext := C.CreateGLContext(sharedGLContext)
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w.native = C.CreateGameWindow(C.size_t(w.screenWidth*w.screenScale),
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w.native = C.CreateGameWindow(
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C.size_t(w.screenHeight*w.screenScale),
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C.size_t(w.state.Width*w.state.Scale),
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C.size_t(w.state.Height*w.state.Scale),
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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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@ -70,7 +77,7 @@ func (w *GameWindow) run(sharedGLContext *C.NSOpenGLContext) {
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C.UseGLContext(glContext)
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C.UseGLContext(glContext)
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context := opengl.NewContext(
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context := opengl.NewContext(
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w.screenWidth, w.screenHeight, w.screenScale)
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w.state.Width, w.state.Height, w.state.Scale)
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C.UnuseGLContext()
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C.UnuseGLContext()
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defer func() {
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defer func() {
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@ -117,39 +124,10 @@ func (w *GameWindow) useGLContext(f func(*opengl.Context)) {
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<-w.funcsDone
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<-w.funcsDone
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}
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}
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func (w *GameWindow) Events() <-chan interface{} {
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func (w *GameWindow) State() ui.CanvasState {
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if w.events != nil {
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w.RLock()
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return w.events
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defer w.RUnlock()
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}
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return w.state
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w.events = make(chan interface{})
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return w.events
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}
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func (w *GameWindow) notify(e interface{}) {
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if w.events == nil {
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return
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}
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go func() {
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w.events <- e
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}()
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}
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// Now this function is not used anywhere.
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//export ebiten_WindowSizeUpdated
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func ebiten_WindowSizeUpdated(nativeWindow C.EbitenGameWindowPtr, width, height int) {
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w := windows[nativeWindow]
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e := ui.WindowSizeUpdatedEvent{width, height}
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w.notify(e)
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}
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func (w *GameWindow) keyStateUpdatedEvent() ui.KeyStateUpdatedEvent {
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keys := []ui.Key{}
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for key, _ := range w.pressedKeys {
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keys = append(keys, key)
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}
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return ui.KeyStateUpdatedEvent{
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Keys: keys,
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}
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}
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}
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var cocoaKeyCodeToKey = map[int]ui.Key{
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var cocoaKeyCodeToKey = map[int]ui.Key{
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@ -168,7 +146,15 @@ func ebiten_KeyDown(nativeWindow C.EbitenGameWindowPtr, keyCode int) {
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}
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}
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w := windows[nativeWindow]
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w := windows[nativeWindow]
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w.pressedKeys[key] = struct{}{}
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w.pressedKeys[key] = struct{}{}
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w.notify(w.keyStateUpdatedEvent())
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keys := []ui.Key{}
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for key, _ := range w.pressedKeys {
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keys = append(keys, key)
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}
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w.Lock()
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defer w.Unlock()
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w.state.Keys = keys
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}
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}
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//export ebiten_KeyUp
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//export ebiten_KeyUp
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@ -179,7 +165,15 @@ func ebiten_KeyUp(nativeWindow C.EbitenGameWindowPtr, keyCode int) {
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}
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}
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w := windows[nativeWindow]
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w := windows[nativeWindow]
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delete(w.pressedKeys, key)
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delete(w.pressedKeys, key)
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w.notify(w.keyStateUpdatedEvent())
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keys := []ui.Key{}
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for key, _ := range w.pressedKeys {
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keys = append(keys, key)
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}
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w.Lock()
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defer w.Unlock()
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w.state.Keys = keys
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}
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}
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//export ebiten_MouseStateUpdated
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//export ebiten_MouseStateUpdated
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@ -187,32 +181,41 @@ func ebiten_MouseStateUpdated(nativeWindow C.EbitenGameWindowPtr, inputType C.In
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w := windows[nativeWindow]
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w := windows[nativeWindow]
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if inputType == C.InputTypeMouseUp {
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if inputType == C.InputTypeMouseUp {
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e := ui.MouseStateUpdatedEvent{-1, -1}
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w.Lock()
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w.notify(e)
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defer w.Unlock()
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w.state.MouseX = -1
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w.state.MouseY = -1
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return
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return
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}
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}
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x, y := int(cx), int(cy)
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x, y := int(cx), int(cy)
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x /= w.screenScale
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x /= w.state.Scale
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y /= w.screenScale
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y /= w.state.Scale
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if x < 0 {
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if x < 0 {
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x = 0
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x = 0
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} else if w.screenWidth <= x {
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} else if w.state.Width <= x {
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x = w.screenWidth - 1
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x = w.state.Width - 1
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}
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}
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if y < 0 {
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if y < 0 {
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y = 0
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y = 0
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} else if w.screenHeight <= y {
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} else if w.state.Height <= y {
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y = w.screenHeight - 1
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y = w.state.Height - 1
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}
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}
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e := ui.MouseStateUpdatedEvent{x, y}
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w.notify(e)
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w.Lock()
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defer w.Unlock()
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w.state.MouseX = x
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w.state.MouseY = y
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}
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}
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//export ebiten_WindowClosed
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//export ebiten_WindowClosed
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func ebiten_WindowClosed(nativeWindow C.EbitenGameWindowPtr) {
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func ebiten_WindowClosed(nativeWindow C.EbitenGameWindowPtr) {
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w := windows[nativeWindow]
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w := windows[nativeWindow]
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close(w.closed)
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close(w.closed)
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w.notify(ui.WindowClosedEvent{})
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w.Lock()
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defer w.Unlock()
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w.state.IsClosed = true
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delete(windows, nativeWindow)
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delete(windows, nativeWindow)
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}
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}
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@ -38,7 +38,7 @@ func TextureFactory() graphics.TextureFactory {
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return getCurrentUI().sharedContext
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return getCurrentUI().sharedContext
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}
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}
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func (u *cocoaUI) CreateGameWindow(width, height, scale int, title string) ui.GameWindow {
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func (u *cocoaUI) CreateCanvas(width, height, scale int, title string) ui.Canvas {
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return u.sharedContext.createGameWindow(width, height, scale, title)
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return u.sharedContext.createGameWindow(width, height, scale, title)
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}
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}
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33
ui/ui.go
33
ui/ui.go
@ -15,35 +15,24 @@ const (
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KeyMax
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KeyMax
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)
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)
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type WindowSizeUpdatedEvent struct {
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Width int
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Height int
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}
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type KeyStateUpdatedEvent struct {
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Keys []Key
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}
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type MouseStateUpdatedEvent struct {
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X int
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Y int
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}
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type WindowClosedEvent struct {
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}
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type UI interface {
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type UI interface {
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CreateGameWindow(screenWidth, screenHeight, screenScale int, title string) GameWindow
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CreateCanvas(widht, height, scale int, title string) Canvas
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Start()
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Start()
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DoEvents()
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DoEvents()
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Terminate()
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Terminate()
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}
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}
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type Window interface {
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type CanvasState struct {
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Events() <-chan interface{}
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Width int
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Height int
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Scale int
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Keys []Key
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MouseX int
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MouseY int
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IsClosed bool
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}
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}
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type GameWindow interface {
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type Canvas interface {
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Draw(func(graphics.Context))
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Draw(func(graphics.Context))
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Window
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State() CanvasState
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}
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}
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