ebiten/example/glut/main.go
2013-06-28 00:33:03 +09:00

217 lines
4.3 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"
"github.com/hajimehoshi/go.ebiten/graphics/opengl"
"os"
"runtime"
"time"
"unsafe"
)
type GlutInputEventState int
const (
GlutInputEventStateUp GlutInputEventState = iota
GlutInputEventStateDown
)
type GlutInputEvent struct {
State GlutInputEventState
X int
Y int
}
type GlutUI struct {
screenScale int
glutInputEventCh 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 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 NewGlutUI(screenWidth, screenHeight, screenScale int) *GlutUI {
ui := &GlutUI{
screenScale: screenScale,
glutInputEventCh: 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()
}
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 "monochrome":
game = monochrome.New()
case "rects":
game = rects.New()
case "rotating":
game = rotating.New()
case "sprites":
game = sprites.New()
default:
game = rotating.New()
}
screenScale := 2
currentUI = NewGlutUI(game.ScreenWidth(), game.ScreenHeight(), screenScale)
input := make(chan ebiten.InputState)
go func() {
ch := currentUI.glutInputEventCh
var inputState ebiten.InputState
for {
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
}
input <- inputState
}
}()
graphicsDevice := opengl.NewDevice(
game.ScreenWidth(), game.ScreenHeight(), screenScale,
currentUI.updating)
game.Init(graphicsDevice.TextureFactory())
draw := graphicsDevice.Drawing()
go func() {
frameTime := time.Duration(int64(time.Second) / int64(game.Fps()))
update := time.Tick(frameTime)
inputState := ebiten.InputState{}
for {
select {
case inputState = <-input:
case <-update:
game.Update(inputState)
inputState = ebiten.InputState{}
case drawing := <-draw:
ch := make(chan interface{})
drawing <- func(g graphics.Context, offscreen graphics.Texture) {
game.Draw(g, offscreen)
close(ch)
}
<-ch
}
}
}()
currentUI.Run()
}
type FuncInitializer struct {
f func(graphics.TextureFactory)
}
func (i *FuncInitializer) Initialize(tf graphics.TextureFactory) {
i.f(tf)
}
type FuncDrawable struct {
f func(graphics.Context, graphics.Texture)
}
func (d *FuncDrawable) Draw(g graphics.Context, offscreen graphics.Texture) {
d.f(g, offscreen)
}