ebiten/gamecontext.go
2015-01-27 22:37:00 +09:00

141 lines
4.4 KiB
Go

// 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/hajimehoshi/ebiten/internal/audio"
"github.com/hajimehoshi/ebiten/internal/graphics"
"github.com/hajimehoshi/ebiten/internal/graphics/internal/opengl"
"github.com/hajimehoshi/ebiten/internal/ui"
"image"
)
var glContext *opengl.Context
func init() {
ui.Init()
ui.ExecOnUIThread(func() {
glContext = opengl.NewContext()
})
audio.Init()
audio.Start()
}
// IsKeyPressed returns a boolean indicating whether key is pressed.
func IsKeyPressed(key Key) bool {
return ui.IsKeyPressed(ui.Key(key))
}
// CursorPosition returns a position of a mouse cursor.
func CursorPosition() (x, y int) {
return ui.CursorPosition()
}
// IsMouseButtonPressed returns a boolean indicating whether mouseButton is pressed.
func IsMouseButtonPressed(mouseButton MouseButton) bool {
return ui.IsMouseButtonPressed(ui.MouseButton(mouseButton))
}
// GamepadAxisNum returns the number of axes of the gamepad.
//
// NOTE: Gamepad API is available only on desktops, Chrome and Firefox.
// To use this API, browsers might require rebooting the browser.
func GamepadAxisNum(id int) int {
return ui.GamepadAxisNum(id)
}
// GamepadAxis returns the float value [-1.0 - 1.0] of the axis.
//
// NOTE: Gamepad API is available only on desktops, Chrome and Firefox.
// To use this API, browsers might require rebooting the browser.
func GamepadAxis(id int, axis int) float64 {
return ui.GamepadAxis(id, axis)
}
// GamepadButtonNum returns the number of the buttons of the gamepad.
//
// NOTE: Gamepad API is available only on desktops, Chrome and Firefox.
// To use this API, browsers might require rebooting the browser.
func GamepadButtonNum(id int) int {
return ui.GamepadButtonNum(id)
}
// IsGamepadButtonPressed returns the boolean indicating the buttons is pressed or not.
//
// NOTE: Gamepad API is available only on desktops, Chrome and Firefox.
// To use this API, browsers might require rebooting the browser.
func IsGamepadButtonPressed(id int, button GamepadButton) bool {
return ui.IsGamepadButtonPressed(id, ui.GamepadButton(button))
}
// NewImage returns an empty image.
//
// NewImage generates a new texture and a new framebuffer.
// Be careful that image objects will never be released
// even though nothing refers the image object and GC works.
// It is because there is no way to define finalizers for Go objects if you use GopherJS.
func NewImage(width, height int, filter Filter) (*Image, error) {
var img *Image
var err error
useGLContext(func(c *opengl.Context) {
var texture *graphics.Texture
var framebuffer *graphics.Framebuffer
texture, err = graphics.NewTexture(c, width, height, glFilter(c, filter))
if err != nil {
return
}
framebuffer, err = graphics.NewFramebufferFromTexture(c, texture)
if err != nil {
return
}
img = &Image{framebuffer: framebuffer, texture: texture}
})
if err != nil {
return nil, err
}
if err := img.Clear(); err != nil {
return nil, err
}
return img, nil
}
// NewImageFromImage creates a new image with the given image (img).
//
// NewImageFromImage generates a new texture and a new framebuffer.
// Be careful that image objects will never be released
// even though nothing refers the image object and GC works.
// It is because there is no way to define finalizers for Go objects if you use GopherJS.
func NewImageFromImage(img image.Image, filter Filter) (*Image, error) {
var eimg *Image
var err error
useGLContext(func(c *opengl.Context) {
var texture *graphics.Texture
var framebuffer *graphics.Framebuffer
texture, err = graphics.NewTextureFromImage(c, img, glFilter(c, filter))
if err != nil {
return
}
framebuffer, err = graphics.NewFramebufferFromTexture(c, texture)
if err != nil {
return
}
eimg = &Image{framebuffer: framebuffer, texture: texture}
})
if err != nil {
return nil, err
}
return eimg, nil
}