ebiten/example/glut/main.go
2013-07-05 21:02:17 +09:00

220 lines
4.9 KiB
Go

// 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 <stdlib.h>
// #include <GLUT/glut.h>
//
// void display(void);
// void motion(int x, int y);
// void idle(void);
//
// static void setGlutFuncs(void) {
// glutDisplayFunc(display);
// glutMotionFunc(motion);
// 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/input"
"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 GlutInputEvent struct {
X int
Y int
}
type GlutUI struct {
glutInputting 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 motion
func motion(x, y C.int) {
currentUI.glutInputting <- GlutInputEvent{
X: int(x),
Y: int(y),
}
}
//export idle
func idle() {
C.glutPostRedisplay()
}
func NewGlutUI(screenWidth, screenHeight, screenScale int) *GlutUI {
ui := &GlutUI{
glutInputting: 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()
}
type GameContext struct {
inputState ebiten.InputState
}
func (context *GameContext) InputState() ebiten.InputState {
return context.inputState
}
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 "input":
game = input.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()
}
const screenScale = 2
screenWidth := game.ScreenWidth()
screenHeight := game.ScreenHeight()
currentUI = NewGlutUI(screenWidth, screenHeight, screenScale)
graphicsDevice := opengl.NewDevice(
screenWidth, screenHeight, screenScale,
currentUI.updating)
game.Init(graphicsDevice.TextureFactory())
draw := graphicsDevice.Drawing()
input := make(chan ebiten.InputState)
go func() {
ch := currentUI.glutInputting
for {
event := <-ch
x := event.X / screenScale
y := event.Y / screenScale
if x < 0 {
x = 0
} else if screenWidth <= x {
x = screenWidth - 1
}
if y < 0 {
y = 0
} else if screenHeight <= y {
y = screenHeight - 1
}
input <- ebiten.InputState{
X: x,
Y: y,
}
}
}()
go func() {
frameTime := time.Duration(
int64(time.Second) / int64(game.Fps()))
update := time.Tick(frameTime)
gameContext := &GameContext{
inputState: ebiten.InputState{-1, -1},
}
for {
select {
case gameContext.inputState = <-input:
case <-update:
game.Update(gameContext)
case drawing := <-draw:
ch := make(chan interface{})
drawing <- func(context graphics.Context) {
game.Draw(context)
close(ch)
}
<-ch
}
}
}()
currentUI.Run()
}