ebiten/example/glut/main.go
2013-06-25 10:27:32 +09:00

169 lines
3.3 KiB
Go

package main
// #cgo LDFLAGS: -framework GLUT -framework OpenGL
//
// #include <stdlib.h>
// #include <GLUT/glut.h>
//
// void display(void);
// void mouse(int button, int state, int x, int y);
// void idle(void);
//
// static void setGlutFuncs(void) {
// glutDisplayFunc(display);
// glutMouseFunc(mouse);
// 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/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"
"os"
"runtime"
"unsafe"
)
type GlutInputEventState int
const (
GlutInputEventStateUp GlutInputEventState = iota
GlutInputEventStateDown
)
type GlutInputEvent struct {
State GlutInputEventState
X int
Y int
}
type GlutUI struct {
screenScale int
device graphics.Device
glutInputEventCh chan GlutInputEvent
}
var currentUI *GlutUI
//export display
func display() {
currentUI.device.Update()
C.glutSwapBuffers()
}
//export mouse
func mouse(button, glutState, x, y C.int) {
var state GlutInputEventState
switch glutState {
case C.GLUT_UP:
state = GlutInputEventStateUp
case C.GLUT_DOWN:
state = GlutInputEventStateDown
default:
panic("invalid glutState")
}
currentUI.glutInputEventCh <- GlutInputEvent{
State: state,
X: int(x),
Y: int(y),
}
}
//export idle
func idle() {
C.glutPostRedisplay()
}
func (ui *GlutUI) Init(screenWidth, screenHeight, screenScale int) {
ui.screenScale = screenScale
ui.glutInputEventCh = make(chan GlutInputEvent, 10)
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()
}
func (ui *GlutUI) Run(device graphics.Device) {
ui.device = device
C.glutMainLoop()
}
func main() {
runtime.GOMAXPROCS(runtime.NumCPU())
gameName := ""
if 2 <= len(os.Args) {
gameName = os.Args[1]
}
var gm ebiten.Game
switch gameName {
case "blank":
gm = blank.New()
case "monochrome":
gm = monochrome.New()
case "rects":
gm = rects.New()
case "rotating":
gm = rotating.New()
case "sprites":
gm = sprites.New()
default:
gm = rotating.New()
}
screenScale := 2
currentUI = &GlutUI{}
currentUI.Init(gm.ScreenWidth(), gm.ScreenHeight(), screenScale)
input := make(chan ebiten.InputState)
go func() {
ch := currentUI.glutInputEventCh
var inputState ebiten.InputState
for {
select {
case event := <-ch:
switch event.State {
case GlutInputEventStateUp:
inputState.IsTapped = false
inputState.X = 0
inputState.Y = 0
case GlutInputEventStateDown:
inputState.IsTapped = true
inputState.X = event.X
inputState.Y = event.Y
}
default:
// do nothing
}
input <- inputState
}
}()
ebiten.OpenGLRun(gm, currentUI, screenScale, input)
}