mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-26 03:38:55 +01:00
149 lines
3.0 KiB
Go
149 lines
3.0 KiB
Go
/*
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Copyright 2014 Hajime Hoshi
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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*/
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package ebiten
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import (
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"errors"
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"fmt"
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glfw "github.com/go-gl/glfw3"
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"image"
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"runtime"
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)
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func init() {
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glfw.SetErrorCallback(func(err glfw.ErrorCode, desc string) {
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panic(fmt.Sprintf("%v: %v\n", err, desc))
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})
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}
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type ui struct {
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window *glfw.Window
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scale int
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graphicsContext *graphicsContext
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input input
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funcs chan func()
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funcsDone chan struct{}
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}
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func newUI(game Game, width, height, scale int, title string) (*ui, error) {
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if !glfw.Init() {
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return nil, errors.New("glfw.Init() fails")
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}
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glfw.WindowHint(glfw.Resizable, glfw.False)
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window, err := glfw.CreateWindow(width*scale, height*scale, title, nil, nil)
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if err != nil {
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return nil, err
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}
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u := &ui{
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window: window,
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scale: scale,
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funcs: make(chan func()),
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funcsDone: make(chan struct{}),
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}
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u.run(width, height, scale)
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// For retina displays, recalculate the scale with the framebuffer size.
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windowWidth, _ := window.GetFramebufferSize()
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realScale := windowWidth / width
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u.use(func() {
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u.graphicsContext, err = newGraphicsContext(width, height, realScale)
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})
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if err != nil {
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return nil, err
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}
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return u, nil
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}
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func (u *ui) doEvents() {
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glfw.PollEvents()
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u.update()
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}
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func (u *ui) terminate() {
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glfw.Terminate()
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}
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func (u *ui) isClosed() bool {
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return u.window.ShouldClose()
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}
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func (u *ui) drawGame(game Game) error {
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return u.draw(game)
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}
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func (u *ui) Sync(f func()) {
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u.use(f)
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}
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func (u *ui) draw(game Game) (err error) {
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u.use(func() {
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u.graphicsContext.preUpdate()
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})
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if err = game.Draw(&syncGraphicsContext{
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syncer: u,
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innerGraphicsContext: u.graphicsContext,
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}); err != nil {
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return
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}
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u.use(func() {
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u.graphicsContext.postUpdate()
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u.window.SwapBuffers()
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})
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return
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}
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func (u *ui) newTextureID(img image.Image, filter int) (TextureID, error) {
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var id TextureID
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var err error
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u.use(func() {
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id, err = idsInstance.createTexture(img, filter)
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})
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return id, err
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}
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func (u *ui) newRenderTargetID(width, height int, filter int) (RenderTargetID, error) {
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var id RenderTargetID
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var err error
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u.use(func() {
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id, err = idsInstance.createRenderTarget(width, height, filter)
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})
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return id, err
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}
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func (u *ui) run(width, height, scale int) {
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go func() {
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runtime.LockOSThread()
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u.window.MakeContextCurrent()
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glfw.SwapInterval(1)
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for {
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(<-u.funcs)()
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u.funcsDone <- struct{}{}
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}
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}()
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}
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func (u *ui) use(f func()) {
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u.funcs <- f
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<-u.funcsDone
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}
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func (u *ui) update() {
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u.input.update(u.window, u.scale)
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}
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