mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-24 18:58:54 +01:00
140 lines
4.3 KiB
Go
140 lines
4.3 KiB
Go
// Copyright 2014 Hajime Hoshi
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//
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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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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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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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package ebiten
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import (
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audio "github.com/hajimehoshi/ebiten/exp/audio/internal"
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"github.com/hajimehoshi/ebiten/internal/graphics"
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"github.com/hajimehoshi/ebiten/internal/graphics/internal/opengl"
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"github.com/hajimehoshi/ebiten/internal/ui"
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"image"
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)
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var glContext *opengl.Context
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func init() {
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ui.Init()
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ui.ExecOnUIThread(func() {
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glContext = opengl.NewContext()
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})
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audio.Init()
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}
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// IsKeyPressed returns a boolean indicating whether key is pressed.
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func IsKeyPressed(key Key) bool {
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return ui.IsKeyPressed(ui.Key(key))
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}
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// CursorPosition returns a position of a mouse cursor.
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func CursorPosition() (x, y int) {
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return ui.CursorPosition()
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}
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// IsMouseButtonPressed returns a boolean indicating whether mouseButton is pressed.
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func IsMouseButtonPressed(mouseButton MouseButton) bool {
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return ui.IsMouseButtonPressed(ui.MouseButton(mouseButton))
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}
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// GamepadAxisNum returns the number of axes of the gamepad.
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//
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// NOTE: Gamepad API is available only on desktops, Chrome and Firefox.
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// To use this API, browsers might require rebooting the browser.
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func GamepadAxisNum(id int) int {
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return ui.GamepadAxisNum(id)
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}
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// GamepadAxis returns the float value [-1.0 - 1.0] of the axis.
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//
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// NOTE: Gamepad API is available only on desktops, Chrome and Firefox.
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// To use this API, browsers might require rebooting the browser.
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func GamepadAxis(id int, axis int) float64 {
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return ui.GamepadAxis(id, axis)
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}
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// GamepadButtonNum returns the number of the buttons of the gamepad.
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//
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// NOTE: Gamepad API is available only on desktops, Chrome and Firefox.
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// To use this API, browsers might require rebooting the browser.
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func GamepadButtonNum(id int) int {
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return ui.GamepadButtonNum(id)
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}
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// IsGamepadButtonPressed returns the boolean indicating the buttons is pressed or not.
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//
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// NOTE: Gamepad API is available only on desktops, Chrome and Firefox.
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// To use this API, browsers might require rebooting the browser.
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func IsGamepadButtonPressed(id int, button GamepadButton) bool {
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return ui.IsGamepadButtonPressed(id, ui.GamepadButton(button))
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}
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// NewImage returns an empty image.
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//
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// NewImage generates a new texture and a new framebuffer.
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// Be careful that image objects will never be released
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// even though nothing refers the image object and GC works.
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// It is because there is no way to define finalizers for Go objects if you use GopherJS.
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func NewImage(width, height int, filter Filter) (*Image, error) {
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var img *Image
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var err error
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useGLContext(func(c *opengl.Context) {
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var texture *graphics.Texture
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var framebuffer *graphics.Framebuffer
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texture, err = graphics.NewTexture(c, width, height, glFilter(c, filter))
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if err != nil {
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return
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}
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framebuffer, err = graphics.NewFramebufferFromTexture(c, texture)
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if err != nil {
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return
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}
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img = &Image{framebuffer: framebuffer, texture: texture}
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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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if err := img.Clear(); err != nil {
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return nil, err
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}
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return img, nil
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}
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// NewImageFromImage creates a new image with the given image (img).
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//
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// NewImageFromImage generates a new texture and a new framebuffer.
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// Be careful that image objects will never be released
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// even though nothing refers the image object and GC works.
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// It is because there is no way to define finalizers for Go objects if you use GopherJS.
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func NewImageFromImage(img image.Image, filter Filter) (*Image, error) {
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var eimg *Image
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var err error
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useGLContext(func(c *opengl.Context) {
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var texture *graphics.Texture
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var framebuffer *graphics.Framebuffer
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texture, err = graphics.NewTextureFromImage(c, img, glFilter(c, filter))
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if err != nil {
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return
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}
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framebuffer, err = graphics.NewFramebufferFromTexture(c, texture)
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if err != nil {
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return
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}
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eimg = &Image{framebuffer: framebuffer, texture: texture}
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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 eimg, nil
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}
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