ebiten/cmd/ebitenmonogame/gogame.cs.go
2020-04-24 20:48:01 +09:00

7 lines
8.1 KiB
Go

// Code generated by file2byteslice. DO NOT EDIT.
// (gofmt is fine after generating)
package main
var gogame_cs = []byte("\ufeffusing Microsoft.Xna.Framework;\nusing Microsoft.Xna.Framework.Graphics;\nusing Microsoft.Xna.Framework.Input;\nusing System;\nusing System.IO;\n\nusing {{.Namespace}}.AutoGen;\n\nnamespace {{.Namespace}}\n{\n // Operation must sync with driver.Operation.\n enum Operation\n {\n Zero,\n One,\n SrcAlpha,\n DstAlpha,\n OneMinusSrcAlpha,\n OneMinusDstAlpha,\n }\n\n public class GoGame : Game\n {\n private GraphicsDeviceManager graphics;\n private IInvokable onUpdate;\n private IInvokable onDraw;\n private VertexBuffer vertexBuffer;\n private IndexBuffer indexBuffer;\n private Effect effect;\n\n public GoGame(IInvokable onUpdate, IInvokable onDraw)\n {\n this.onUpdate = onUpdate;\n this.onDraw = onDraw;\n this.graphics = new GraphicsDeviceManager(this);\n this.graphics.PreferredBackBufferWidth = 640;\n this.graphics.PreferredBackBufferHeight = 480;\n\n this.Content.RootDirectory = \"Content\";\n this.IsMouseVisible = true;\n }\n\n protected override void LoadContent()\n {\n VertexElement[] elements = new VertexElement[]\n {\n new VertexElement(sizeof(float)*0, VertexElementFormat.Vector2, VertexElementUsage.Position, 0),\n new VertexElement(sizeof(float)*2, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 0),\n new VertexElement(sizeof(float)*4, VertexElementFormat.Vector4, VertexElementUsage.TextureCoordinate, 1),\n new VertexElement(sizeof(float)*8, VertexElementFormat.Vector4, VertexElementUsage.Color, 0),\n };\n this.vertexBuffer = new DynamicVertexBuffer(\n this.GraphicsDevice, new VertexDeclaration(elements), 65536, BufferUsage.None);\n this.GraphicsDevice.SetVertexBuffer(this.vertexBuffer);\n\n this.indexBuffer = new DynamicIndexBuffer(\n this.GraphicsDevice, IndexElementSize.SixteenBits, 65536, BufferUsage.None);\n this.GraphicsDevice.Indices = this.indexBuffer;\n \n // TODO: Add more shaders for e.g., linear filter.\n this.effect = Content.Load<Effect>(\"Shader\");\n\n this.GraphicsDevice.RasterizerState = new RasterizerState()\n {\n CullMode = CullMode.None,\n };\n\n base.LoadContent();\n }\n\n internal void SetDestination(RenderTarget2D renderTarget2D, int viewportWidth, int viewportHeight)\n {\n this.GraphicsDevice.SetRenderTarget(renderTarget2D);\n this.GraphicsDevice.Viewport = new Viewport(0, 0, viewportWidth, viewportHeight);\n this.effect.Parameters[\"ViewportSize\"].SetValue(new Vector2(viewportWidth, viewportHeight));\n }\n\n internal void SetSource(Texture2D texture2D)\n {\n this.effect.Parameters[\"Texture\"].SetValue(texture2D);\n }\n\n internal void SetVertices(byte[] vertices, byte[] indices)\n {\n this.vertexBuffer.SetData(vertices, 0, vertices.Length);\n this.indexBuffer.SetData(indices, 0, indices.Length);\n }\n\n protected override void Update(GameTime gameTime)\n {\n this.onUpdate.Invoke(null);\n base.Update(gameTime);\n }\n\n protected override void Draw(GameTime gameTime)\n {\n this.onDraw.Invoke(null);\n base.Draw(gameTime);\n }\n\n internal void DrawTriangles(int indexLen, int indexOffset, Blend blendSrc, Blend blendDst)\n {\n this.GraphicsDevice.BlendState = new BlendState()\n {\n AlphaSourceBlend = blendSrc,\n ColorSourceBlend = blendSrc,\n AlphaDestinationBlend = blendDst,\n ColorDestinationBlend = blendDst,\n };\n foreach (EffectPass pass in this.effect.CurrentTechnique.Passes)\n {\n pass.Apply();\n this.GraphicsDevice.DrawIndexedPrimitives(\n PrimitiveType.TriangleList, 0, indexOffset, indexLen / 3);\n }\n }\n }\n\n // This methods are called from Go world. They must not have overloads.\n class GameGoBinding\n {\n private static Blend ToBlend(Operation operation)\n {\n switch (operation)\n {\n case Operation.Zero:\n return Blend.Zero;\n case Operation.One:\n return Blend.One;\n case Operation.SrcAlpha:\n return Blend.SourceAlpha;\n case Operation.DstAlpha:\n return Blend.DestinationAlpha;\n case Operation.OneMinusSrcAlpha:\n return Blend.InverseSourceAlpha;\n case Operation.OneMinusDstAlpha:\n return Blend.InverseDestinationAlpha;\n }\n throw new ArgumentOutOfRangeException(\"operation\", operation, \"\");\n }\n\n private GoGame game;\n\n private GameGoBinding(IInvokable onUpdate, IInvokable onDraw)\n {\n this.game = new GoGame(onUpdate, onDraw);\n }\n\n private void Run()\n {\n try\n {\n this.game.Run();\n }\n finally\n {\n this.game.Dispose();\n }\n }\n\n private RenderTarget2D NewRenderTarget2D(double width, double height)\n {\n return new RenderTarget2D(this.game.GraphicsDevice, (int)width, (int)height);\n }\n\n private void Dispose(Texture2D texture2D)\n {\n texture2D.Dispose();\n }\n\n private void ReplacePixels(RenderTarget2D renderTarget2D, byte[] pixels, double x, double y, double width, double height)\n {\n var rect = new Rectangle((int)x, (int)y, (int)width, (int)height);\n renderTarget2D.SetData(0, rect, pixels, 0, pixels.Length);\n }\n\n private byte[] Pixels(Texture2D texture2D, double width, double height)\n {\n Rectangle rect = new Rectangle(0, 0, (int)width, (int)height);\n byte[] data = new byte[4*(int)width*(int)height];\n texture2D.GetData(0, rect, data, 0, data.Length);\n return data;\n }\n\n private void SetDestination(RenderTarget2D renderTarget2D, double viewportWidth, double viewportHeight)\n {\n this.game.SetDestination(renderTarget2D, (int)viewportWidth, (int)viewportHeight);\n }\n\n private void SetSource(Texture2D texture2D)\n {\n this.game.SetSource(texture2D);\n }\n\n private void SetVertices(byte[] vertices, byte[] indices)\n {\n this.game.SetVertices(vertices, indices);\n }\n\n private void Draw(double indexLen, double indexOffset, double operationSrc, double operationDst)\n {\n this.game.DrawTriangles((int)indexLen, (int)indexOffset, ToBlend((Operation)operationSrc), ToBlend((Operation)operationDst));\n }\n\n private bool IsKeyPressed(string driverKey)\n {\n Keys key;\n switch (driverKey)\n {\n case \"KeyDown\":\n key = Keys.Down;\n break;\n case \"KeyLeft\":\n key = Keys.Left;\n break;\n case \"KeySpace\":\n key = Keys.Space;\n break;\n case \"KeyRight\":\n key = Keys.Right;\n break;\n case \"KeyUp\":\n key = Keys.Up;\n break;\n default:\n return false;\n }\n return Keyboard.GetState().IsKeyDown(key);\n }\n }\n}\n")