ebiten/internal/monogame/monogame.go
Hajime Hoshi f0c2c0e8e9 monogame: Set viewports
Updates #1078
2020-04-06 02:36:15 +09:00

142 lines
3.5 KiB
Go

// Copyright 2020 The Ebiten Authors
//
// 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.
// +build js
package monogame
import (
"reflect"
"runtime"
"syscall/js"
"unsafe"
"github.com/hajimehoshi/ebiten/internal/affine"
"github.com/hajimehoshi/ebiten/internal/driver"
)
// TODO: This implementation depends on some C# files that are not uploaded yet.
// Create 'ebitenmonogame' command to generate C# project for the MonoGame.
// TODO: Update this
const temporaryNamespace = "Go2DotNet.Example.Rotate"
type UpdateDrawer interface {
Update() error
Draw() error
}
type Game struct {
binding js.Value
update js.Func
draw js.Func
}
func NewGame(ud UpdateDrawer) *Game {
update := js.FuncOf(func(this js.Value, args []js.Value) interface{} {
return ud.Update()
})
draw := js.FuncOf(func(this js.Value, args []js.Value) interface{} {
return ud.Draw()
})
v := js.Global().Get(".net").Get(temporaryNamespace+".GameGoBinding").New(update, draw)
g := &Game{
binding: v,
update: update,
draw: draw,
}
runtime.SetFinalizer(g, (*Game).Dispose)
return g
}
func (g *Game) Dispose() {
runtime.SetFinalizer(g, nil)
g.update.Release()
g.draw.Release()
}
func (g *Game) Run() {
g.binding.Call("Run")
}
func (g *Game) NewRenderTarget2D(width, height int) *RenderTarget2D {
v := g.binding.Call("NewRenderTarget2D", width, height)
r := &RenderTarget2D{
v: v,
binding: g.binding,
}
runtime.SetFinalizer(r, (*RenderTarget2D).Dispose)
return r
}
func (g *Game) SetVertices(vertices []float32, indices []uint16) {
var vs, is js.Value
{
h := (*reflect.SliceHeader)(unsafe.Pointer(&vertices))
h.Len *= 4
h.Cap *= 4
bs := *(*[]byte)(unsafe.Pointer(h))
runtime.KeepAlive(vertices)
vs = js.Global().Get("Uint8Array").New(len(bs))
js.CopyBytesToJS(vs, bs)
}
{
h := (*reflect.SliceHeader)(unsafe.Pointer(&indices))
h.Len *= 2
h.Cap *= 2
bs := *(*[]byte)(unsafe.Pointer(h))
runtime.KeepAlive(indices)
is = js.Global().Get("Uint8Array").New(len(bs))
js.CopyBytesToJS(is, bs)
}
g.binding.Call("SetVertices", vs, is)
}
func (g *Game) Draw(indexLen int, indexOffset int, mode driver.CompositeMode, colorM *affine.ColorM, filter driver.Filter, address driver.Address) {
// TODO: Implement this
g.binding.Call("Draw", indexLen, indexOffset)
}
func (g *Game) ResetDestination(viewportWidth, viewportHeight int) {
g.binding.Call("SetDestination", nil, viewportWidth, viewportHeight)
}
type RenderTarget2D struct {
v js.Value
binding js.Value
}
func (r *RenderTarget2D) Dispose() {
runtime.SetFinalizer(r, nil)
r.v.Call("Dispose")
}
func (r *RenderTarget2D) ReplacePixels(args []*driver.ReplacePixelsArgs) {
for _, a := range args {
arr := js.Global().Get("Uint8Array").New(len(a.Pixels))
js.CopyBytesToJS(arr, a.Pixels)
r.binding.Call("ReplacePixels", r.v, arr, a.X, a.Y, a.Width, a.Height)
}
}
func (r *RenderTarget2D) SetAsDestination(viewportWidth, viewportHeight int) {
r.binding.Call("SetDestination", r.v, viewportWidth, viewportHeight)
}
func (r *RenderTarget2D) SetAsSource() {
r.binding.Call("SetSource", r.v)
}