package cocoa // #cgo CFLAGS: -x objective-c -fobjc-arc // #cgo LDFLAGS: -framework Cocoa -framework OpenGL -framework QuartzCore // // #include // #include "input.h" // // void Run(size_t width, size_t height, size_t scale, const char* title); // import "C" import ( "github.com/hajimehoshi/go.ebiten" "github.com/hajimehoshi/go.ebiten/graphics/opengl" "time" "unsafe" ) type UI struct { screenWidth int screenHeight int screenScale int graphicsDevice *opengl.Device initializing chan ebiten.Game initialized chan ebiten.Game updating chan ebiten.Game updated chan ebiten.Game input chan ebiten.InputState } var currentUI *UI //export ebiten_EbitenOpenGLView_Initialized func ebiten_EbitenOpenGLView_Initialized() { if currentUI.graphicsDevice != nil { panic("The graphics device is already initialized") } currentUI.graphicsDevice = opengl.NewDevice( currentUI.screenWidth, currentUI.screenHeight, currentUI.screenScale) currentUI.graphicsDevice.Init() game := <-currentUI.initializing game.Init(currentUI.graphicsDevice.TextureFactory()) currentUI.initialized <- game } //export ebiten_EbitenOpenGLView_Updating func ebiten_EbitenOpenGLView_Updating() { game := <-currentUI.updating currentUI.graphicsDevice.Update(game.Draw) currentUI.updated <- game } //export ebiten_EbitenOpenGLView_InputUpdated func ebiten_EbitenOpenGLView_InputUpdated(inputType C.InputType, cx, cy C.int) { if inputType == C.InputTypeMouseUp { currentUI.input <- ebiten.InputState{-1, -1} return } x, y := int(cx), int(cy) x /= currentUI.screenScale y /= currentUI.screenScale if x < 0 { x = 0 } else if currentUI.screenWidth <= x { x = currentUI.screenWidth - 1 } if y < 0 { y = 0 } else if currentUI.screenHeight <= y { y = currentUI.screenHeight - 1 } currentUI.input <- ebiten.InputState{x, y} } func Run(game ebiten.Game, screenWidth, screenHeight, screenScale int, title string) { currentUI = &UI{ screenWidth: screenWidth, screenHeight: screenHeight, screenScale: screenScale, initializing: make(chan ebiten.Game), initialized: make(chan ebiten.Game), updating: make(chan ebiten.Game), updated: make(chan ebiten.Game), input: make(chan ebiten.InputState), } go func() { frameTime := time.Duration( int64(time.Second) / int64(ebiten.FPS)) tick := time.Tick(frameTime) gameContext := &GameContext{ screenWidth: screenWidth, screenHeight: screenHeight, inputState: ebiten.InputState{-1, -1}, } currentUI.initializing <- game game = <-currentUI.initialized for { select { case gameContext.inputState = <-currentUI.input: case <-tick: game.Update(gameContext) case currentUI.updating <- game: game = <-currentUI.updated } } }() cTitle := C.CString(title) defer C.free(unsafe.Pointer(cTitle)) C.Run(C.size_t(screenWidth), C.size_t(screenHeight), C.size_t(screenScale), cTitle) } type GameContext struct { screenWidth int screenHeight int inputState ebiten.InputState } func (context *GameContext) ScreenWidth() int { return context.screenWidth } func (context *GameContext) ScreenHeight() int { return context.screenHeight } func (context *GameContext) InputState() ebiten.InputState { return context.inputState }