mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-27 12:18:55 +01:00
204 lines
4.5 KiB
Go
204 lines
4.5 KiB
Go
// Copyright 2013 Hajime Hoshi
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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// This package is experimental.
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package glut
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// #cgo LDFLAGS: -framework GLUT -framework OpenGL
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//
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// #include <stdlib.h>
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// #include <GLUT/glut.h>
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//
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// void display(void);
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// void mouse(int button, int state, int x, int y);
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// void motion(int x, int y);
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// void idle(void);
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//
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// static void setGlutFuncs(void) {
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// glutDisplayFunc(display);
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// glutMouseFunc(mouse);
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// glutMotionFunc(motion);
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// glutIdleFunc(idle);
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// }
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//
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import "C"
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import (
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"github.com/hajimehoshi/go.ebiten"
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"github.com/hajimehoshi/go.ebiten/graphics"
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"github.com/hajimehoshi/go.ebiten/graphics/opengl"
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"os"
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"time"
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"unsafe"
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)
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type glutInputEvent struct {
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IsActive bool
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X int
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Y int
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}
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type GlutUI struct {
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screenScale int
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glutInputting chan glutInputEvent
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updating chan chan func()
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}
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var currentUI *GlutUI
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//export display
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func display() {
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ch := make(chan func())
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currentUI.updating <- ch
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f := <-ch
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f()
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C.glutSwapBuffers()
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}
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//export mouse
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func mouse(button, state, x, y C.int) {
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event := glutInputEvent{false, -1, -1}
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if state == C.GLUT_DOWN {
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event.IsActive = true
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event.X = int(x)
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event.Y = int(y)
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}
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currentUI.glutInputting <- event
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}
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//export motion
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func motion(x, y C.int) {
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currentUI.glutInputting <- glutInputEvent{
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IsActive: true,
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X: int(x),
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Y: int(y),
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}
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}
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//export idle
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func idle() {
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C.glutPostRedisplay()
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}
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func new(screenWidth, screenHeight, screenScale int) *GlutUI {
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ui := &GlutUI{
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glutInputting: make(chan glutInputEvent, 10),
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updating: make(chan chan func()),
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}
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cargs := []*C.char{}
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for _, arg := range os.Args {
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cargs = append(cargs, C.CString(arg))
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}
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defer func() {
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for _, carg := range cargs {
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C.free(unsafe.Pointer(carg))
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}
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}()
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cargc := C.int(len(cargs))
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C.glutInit(&cargc, &cargs[0])
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C.glutInitDisplayMode(C.GLUT_RGBA)
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C.glutInitWindowSize(
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C.int(screenWidth*screenScale),
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C.int(screenHeight*screenScale))
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title := C.CString("Ebiten Demo")
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defer C.free(unsafe.Pointer(title))
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C.glutCreateWindow(title)
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C.setGlutFuncs()
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return ui
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}
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func Run(game ebiten.Game, screenScale int) {
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screenWidth := game.ScreenWidth()
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screenHeight := game.ScreenHeight()
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ui := new(screenWidth, screenHeight, screenScale)
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currentUI = ui
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graphicsDevice := opengl.NewDevice(
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screenWidth, screenHeight, screenScale,
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ui.updating)
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game.Init(graphicsDevice.TextureFactory())
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draw := graphicsDevice.Drawing()
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input := make(chan ebiten.InputState)
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go func() {
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ch := ui.glutInputting
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for {
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event := <-ch
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inputState := ebiten.InputState{-1, -1}
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if event.IsActive {
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x := event.X / screenScale
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y := event.Y / screenScale
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if x < 0 {
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x = 0
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} else if screenWidth <= x {
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x = screenWidth - 1
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}
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if y < 0 {
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y = 0
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} else if screenHeight <= y {
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y = screenHeight - 1
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}
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inputState.X = x
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inputState.Y = y
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}
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input <- inputState
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}
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}()
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go func() {
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frameTime := time.Duration(
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int64(time.Second) / int64(game.Fps()))
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update := time.Tick(frameTime)
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gameContext := &GameContext{
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inputState: ebiten.InputState{-1, -1},
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}
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for {
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select {
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case gameContext.inputState = <-input:
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case <-update:
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game.Update(gameContext)
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case drawing := <-draw:
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ch := make(chan interface{})
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drawing <- func(context graphics.Context) {
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game.Draw(context)
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close(ch)
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}
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<-ch
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}
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}
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}()
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C.glutMainLoop()
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}
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type GameContext struct {
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inputState ebiten.InputState
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}
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func (context *GameContext) InputState() ebiten.InputState {
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return context.inputState
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}
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