/* Copyright 2014 Hajime Hoshi Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. */ package ebiten import ( "github.com/go-gl/gl" glfw "github.com/go-gl/glfw3" "image" "runtime" ) type canvas struct { window *glfw.Window scale int graphicsContext *graphicsContext input Input funcs chan func() funcsDone chan struct{} } func (c *canvas) draw(game Game) (err error) { c.use(func() { c.graphicsContext.PreUpdate() }) if err = game.Draw(&syncGraphicsContext{c}); err != nil { return } c.use(func() { c.graphicsContext.PostUpdate() c.window.SwapBuffers() }) return } func (c *canvas) isClosed() bool { return c.window.ShouldClose() } func (c *canvas) NewTextureID(img image.Image, filter Filter) (TextureID, error) { var id TextureID var err error c.use(func() { glFilter := 0 switch filter { case FilterNearest: glFilter = gl.NEAREST case FilterLinear: glFilter = gl.LINEAR default: panic("not reached") } id, err = newTextureID(img, glFilter) }) return id, err } func (c *canvas) NewRenderTargetID(width, height int, filter Filter) (RenderTargetID, error) { var id RenderTargetID var err error c.use(func() { glFilter := 0 switch filter { case FilterNearest: glFilter = gl.NEAREST case FilterLinear: glFilter = gl.LINEAR default: panic("not reached") } id, err = newRenderTargetID(width, height, glFilter) }) return id, err } func (c *canvas) run(width, height, scale int) { go func() { runtime.LockOSThread() c.window.MakeContextCurrent() glfw.SwapInterval(1) for { (<-c.funcs)() c.funcsDone <- struct{}{} } }() } func (c *canvas) use(f func()) { c.funcs <- f <-c.funcsDone } func (c *canvas) update() { c.input.Update(c.window, c.scale) } func (c *canvas) IsKeyPressed(key Key) bool { return c.input.IsKeyPressed(key) } func (c *canvas) IsMouseButtonPressed(button MouseButton) bool { return c.input.IsMouseButtonPressed(button) } func (c *canvas) CursorPosition() (x, y int) { return c.input.CursorPosition() }