// Copyright 2013 Hajime Hoshi // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. // This package is experimental. package glut // #cgo LDFLAGS: -framework GLUT -framework OpenGL // // #include // #include // // void display(void); // void mouse(int button, int state, int x, int y); // void motion(int x, int y); // void idle(void); // // static void setGlutFuncs(void) { // glutDisplayFunc(display); // glutMouseFunc(mouse); // glutMotionFunc(motion); // glutIdleFunc(idle); // } // import "C" import ( "github.com/hajimehoshi/go.ebiten" "github.com/hajimehoshi/go.ebiten/graphics" "github.com/hajimehoshi/go.ebiten/graphics/opengl" "os" "time" "unsafe" ) type glutInputEvent struct { IsActive bool X int Y int } type GlutUI struct { screenScale int glutInputting chan glutInputEvent updating chan chan func() } var currentUI *GlutUI //export display func display() { ch := make(chan func()) currentUI.updating <- ch f := <-ch f() C.glutSwapBuffers() } //export mouse func mouse(button, state, x, y C.int) { event := glutInputEvent{false, -1, -1} if state == C.GLUT_DOWN { event.IsActive = true event.X = int(x) event.Y = int(y) } currentUI.glutInputting <- event } //export motion func motion(x, y C.int) { currentUI.glutInputting <- glutInputEvent{ IsActive: true, X: int(x), Y: int(y), } } //export idle func idle() { C.glutPostRedisplay() } func new(screenWidth, screenHeight, screenScale int) *GlutUI { ui := &GlutUI{ glutInputting: make(chan glutInputEvent, 10), updating: make(chan chan func()), } cargs := []*C.char{} for _, arg := range os.Args { cargs = append(cargs, C.CString(arg)) } defer func() { for _, carg := range cargs { C.free(unsafe.Pointer(carg)) } }() cargc := C.int(len(cargs)) C.glutInit(&cargc, &cargs[0]) C.glutInitDisplayMode(C.GLUT_RGBA) C.glutInitWindowSize( C.int(screenWidth*screenScale), C.int(screenHeight*screenScale)) title := C.CString("Ebiten Demo") defer C.free(unsafe.Pointer(title)) C.glutCreateWindow(title) C.setGlutFuncs() return ui } func Run(game ebiten.Game, screenScale int) { screenWidth := game.ScreenWidth() screenHeight := game.ScreenHeight() ui := new(screenWidth, screenHeight, screenScale) currentUI = ui graphicsDevice := opengl.NewDevice( screenWidth, screenHeight, screenScale, ui.updating) game.Init(graphicsDevice.TextureFactory()) draw := graphicsDevice.Drawing() input := make(chan ebiten.InputState) go func() { ch := ui.glutInputting for { event := <-ch inputState := ebiten.InputState{-1, -1} if event.IsActive { x := event.X / screenScale y := event.Y / screenScale if x < 0 { x = 0 } else if screenWidth <= x { x = screenWidth - 1 } if y < 0 { y = 0 } else if screenHeight <= y { y = screenHeight - 1 } inputState.X = x inputState.Y = y } input <- inputState } }() go func() { frameTime := time.Duration( int64(time.Second) / int64(game.Fps())) update := time.Tick(frameTime) gameContext := &GameContext{ inputState: ebiten.InputState{-1, -1}, } for { select { case gameContext.inputState = <-input: case <-update: game.Update(gameContext) case drawing := <-draw: ch := make(chan interface{}) drawing <- func(context graphics.Context) { game.Draw(context) close(ch) } <-ch } } }() C.glutMainLoop() } type GameContext struct { inputState ebiten.InputState } func (context *GameContext) InputState() ebiten.InputState { return context.inputState }