package cocoa // #cgo CFLAGS: -x objective-c // #cgo LDFLAGS: -framework Cocoa -framework OpenGL // // #include // #include "input.h" // // void StartApplication(void); // void* CreateWindow(size_t width, size_t height, const char* title); // void PollEvents(void); // void BeginDrawing(void* window); // void EndDrawing(void* window); // import "C" import ( "github.com/hajimehoshi/go-ebiten" "github.com/hajimehoshi/go-ebiten/graphics" "github.com/hajimehoshi/go-ebiten/graphics/opengl" "runtime" "sync" "unsafe" ) func init() { runtime.LockOSThread() } 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 } type UI struct { screenWidth int screenHeight int screenScale int graphicsDevice *opengl.Device gameContext *GameContext gameContextLock sync.Mutex window unsafe.Pointer } var currentUI *UI func New(screenWidth, screenHeight, screenScale int, title string) *UI { if currentUI != nil { panic("UI can't be duplicated.") } ui := &UI{ screenWidth: screenWidth, screenHeight: screenHeight, screenScale: screenScale, gameContext: &GameContext{ screenWidth: screenWidth, screenHeight: screenHeight, inputState: ebiten.InputState{-1, -1}, }, gameContextLock: sync.Mutex{}, } cTitle := C.CString(title) defer C.free(unsafe.Pointer(cTitle)) C.StartApplication() ui.window = C.CreateWindow(C.size_t(ui.screenWidth * ui.screenScale), C.size_t(ui.screenHeight * ui.screenScale), cTitle) ui.graphicsDevice = opengl.NewDevice( ui.screenWidth, ui.screenHeight, ui.screenScale) currentUI = ui return ui } func (ui *UI) PollEvents() { C.PollEvents() } func (ui *UI) InitTextures(f func(graphics.TextureFactory)) { C.BeginDrawing(ui.window) f(ui.graphicsDevice.TextureFactory()) C.EndDrawing(ui.window) } func (ui *UI) Update(f func(ebiten.GameContext)) { ui.gameContextLock.Lock() defer ui.gameContextLock.Unlock() f(ui.gameContext) } func (ui *UI) Draw(f func(graphics.Context)) { C.BeginDrawing(ui.window) ui.graphicsDevice.Update(f) C.EndDrawing(ui.window) } //export ebiten_InputUpdated func ebiten_InputUpdated(inputType C.InputType, cx, cy C.int) { ui := currentUI ui.gameContextLock.Lock() defer ui.gameContextLock.Unlock() if inputType == C.InputTypeMouseUp { ui.gameContext.inputState = ebiten.InputState{-1, -1} return } x, y := int(cx), int(cy) x /= ui.screenScale y /= ui.screenScale if x < 0 { x = 0 } else if ui.screenWidth <= x { x = ui.screenWidth - 1 } if y < 0 { y = 0 } else if ui.screenHeight <= y { y = ui.screenHeight - 1 } ui.gameContext.inputState = ebiten.InputState{x, y} }