// 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. package main // #cgo LDFLAGS: -framework GLUT -framework OpenGL // // #include // #include // // void display(void); // void mouse(int button, int state, int x, int y); // void idle(void); // // static void setGlutFuncs(void) { // glutDisplayFunc(display); // glutMouseFunc(mouse); // glutIdleFunc(idle); // } // import "C" import ( "github.com/hajimehoshi/go.ebiten" "github.com/hajimehoshi/go.ebiten/example/game/blank" "github.com/hajimehoshi/go.ebiten/example/game/monochrome" "github.com/hajimehoshi/go.ebiten/example/game/rects" "github.com/hajimehoshi/go.ebiten/example/game/rotating" "github.com/hajimehoshi/go.ebiten/example/game/sprites" "github.com/hajimehoshi/go.ebiten/graphics" "github.com/hajimehoshi/go.ebiten/graphics/opengl" "os" "runtime" "time" "unsafe" ) type GlutInputEventState int const ( GlutInputEventStateUp GlutInputEventState = iota GlutInputEventStateDown ) type GlutInputEvent struct { State GlutInputEventState X int Y int } type GlutUI struct { screenScale int glutInputEventCh 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, glutState, x, y C.int) { var state GlutInputEventState switch glutState { case C.GLUT_UP: state = GlutInputEventStateUp case C.GLUT_DOWN: state = GlutInputEventStateDown default: panic("invalid glutState") } currentUI.glutInputEventCh <- GlutInputEvent{ State: state, X: int(x), Y: int(y), } } //export idle func idle() { C.glutPostRedisplay() } func NewGlutUI(screenWidth, screenHeight, screenScale int) *GlutUI { ui := &GlutUI{ screenScale: screenScale, glutInputEventCh: 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 (ui *GlutUI) Run() { C.glutMainLoop() } func main() { runtime.GOMAXPROCS(runtime.NumCPU()) gameName := "" if 2 <= len(os.Args) { gameName = os.Args[1] } var game ebiten.Game switch gameName { case "blank": game = blank.New() case "monochrome": game = monochrome.New() case "rects": game = rects.New() case "rotating": game = rotating.New() case "sprites": game = sprites.New() default: game = rotating.New() } screenScale := 2 currentUI = NewGlutUI(game.ScreenWidth(), game.ScreenHeight(), screenScale) input := make(chan ebiten.InputState) go func() { ch := currentUI.glutInputEventCh var inputState ebiten.InputState for { event := <-ch switch event.State { case GlutInputEventStateUp: inputState.IsTapped = false inputState.X = 0 inputState.Y = 0 case GlutInputEventStateDown: inputState.IsTapped = true inputState.X = event.X inputState.Y = event.Y } input <- inputState } }() graphicsDevice := opengl.NewDevice( game.ScreenWidth(), game.ScreenHeight(), screenScale, currentUI.updating) game.Init(graphicsDevice.TextureFactory()) draw := graphicsDevice.Drawing() go func() { frameTime := time.Duration(int64(time.Second) / int64(game.Fps())) update := time.Tick(frameTime) inputState := ebiten.InputState{} for { select { case inputState = <-input: case <-update: game.Update(inputState) inputState = ebiten.InputState{} case drawing := <-draw: ch := make(chan interface{}) drawing <- func(g graphics.Context, offscreen graphics.Texture) { game.Draw(g, offscreen) close(ch) } <-ch } } }() currentUI.Run() }