mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-13 06:27:28 +01:00
215 lines
4.6 KiB
Go
215 lines
4.6 KiB
Go
package cocoa
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// #include <stdlib.h>
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//
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// #include "input.h"
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//
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// @class EbitenGameWindow;
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// @class NSOpenGLContext;
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//
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// typedef EbitenGameWindow* EbitenGameWindowPtr;
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//
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// EbitenGameWindow* CreateGameWindow(size_t width, size_t height, const char* title, NSOpenGLContext* glContext);
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// NSOpenGLContext* CreateGLContext(NSOpenGLContext* sharedGLContext);
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//
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// void UseGLContext(NSOpenGLContext* glContext);
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// void UnuseGLContext(void);
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//
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import "C"
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import (
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"github.com/hajimehoshi/go-ebiten/graphics"
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"github.com/hajimehoshi/go-ebiten/graphics/opengl"
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"github.com/hajimehoshi/go-ebiten/ui"
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"runtime"
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"unsafe"
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)
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type GameWindow struct {
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screenWidth int
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screenHeight int
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screenScale int
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title string
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native *C.EbitenGameWindow
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pressedKeys map[ui.Key]struct{}
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funcs chan func(*opengl.Context)
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funcsDone chan struct{}
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closed chan struct{}
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events chan interface{}
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}
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var windows = map[*C.EbitenGameWindow]*GameWindow{}
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func newGameWindow(width, height, scale int, title string) *GameWindow {
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return &GameWindow{
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screenWidth: width,
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screenHeight: height,
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screenScale: scale,
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title: title,
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pressedKeys: map[ui.Key]struct{}{},
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funcs: make(chan func(*opengl.Context)),
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funcsDone: make(chan struct{}),
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closed: make(chan struct{}),
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}
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}
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func (w *GameWindow) run(graphicsSharedContext *opengl.SharedContext, sharedGLContext *C.NSOpenGLContext) {
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cTitle := C.CString(w.title)
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defer C.free(unsafe.Pointer(cTitle))
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ch := make(chan struct{})
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go func() {
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runtime.LockOSThread()
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glContext := C.CreateGLContext(sharedGLContext)
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w.native = C.CreateGameWindow(C.size_t(w.screenWidth*w.screenScale),
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C.size_t(w.screenHeight*w.screenScale),
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cTitle,
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glContext)
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windows[w.native] = w
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close(ch)
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C.UseGLContext(glContext)
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context := graphicsSharedContext.CreateContext(
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w.screenWidth, w.screenHeight, w.screenScale)
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C.UnuseGLContext()
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defer func() {
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C.UseGLContext(glContext)
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context.Dispose()
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C.UnuseGLContext()
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}()
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w.loop(context, glContext)
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}()
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<-ch
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}
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func (w *GameWindow) loop(context *opengl.Context, glContext *C.NSOpenGLContext) {
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for {
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select {
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case <-w.closed:
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return
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case f := <-w.funcs:
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C.UseGLContext(glContext)
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f(context)
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C.UnuseGLContext()
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w.funcsDone <- struct{}{}
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}
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}
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}
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func (w *GameWindow) Draw(f func(graphics.Context)) {
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select {
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case <-w.closed:
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return
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default:
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w.useGLContext(func(context *opengl.Context) {
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context.Update(f)
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})
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}
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}
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func (w *GameWindow) useGLContext(f func(*opengl.Context)) {
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w.funcs <- f
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<-w.funcsDone
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}
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func (w *GameWindow) Events() <-chan interface{} {
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if w.events != nil {
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return w.events
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}
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w.events = make(chan interface{})
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return w.events
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}
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func (w *GameWindow) notify(e interface{}) {
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if w.events == nil {
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return
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}
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go func() {
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w.events <- e
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}()
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}
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// Now this function is not used anywhere.
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//export ebiten_WindowSizeUpdated
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func ebiten_WindowSizeUpdated(nativeWindow C.EbitenGameWindowPtr, width, height int) {
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w := windows[nativeWindow]
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e := ui.WindowSizeUpdatedEvent{width, height}
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w.notify(e)
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}
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func (w *GameWindow) keyStateUpdatedEvent() ui.KeyStateUpdatedEvent {
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keys := []ui.Key{}
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for key, _ := range w.pressedKeys {
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keys = append(keys, key)
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}
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return ui.KeyStateUpdatedEvent{
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Keys: keys,
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}
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}
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var cocoaKeyCodeToKey = map[int]ui.Key{
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49: ui.KeySpace,
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123: ui.KeyLeft,
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124: ui.KeyRight,
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125: ui.KeyDown,
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126: ui.KeyUp,
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}
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//export ebiten_KeyDown
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func ebiten_KeyDown(nativeWindow C.EbitenGameWindowPtr, keyCode int) {
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key, ok := cocoaKeyCodeToKey[keyCode]
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if !ok {
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return
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}
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w := windows[nativeWindow]
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w.pressedKeys[key] = struct{}{}
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w.notify(w.keyStateUpdatedEvent())
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}
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//export ebiten_KeyUp
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func ebiten_KeyUp(nativeWindow C.EbitenGameWindowPtr, keyCode int) {
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key, ok := cocoaKeyCodeToKey[keyCode]
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if !ok {
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return
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}
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w := windows[nativeWindow]
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delete(w.pressedKeys, key)
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w.notify(w.keyStateUpdatedEvent())
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}
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//export ebiten_MouseStateUpdated
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func ebiten_MouseStateUpdated(nativeWindow C.EbitenGameWindowPtr, inputType C.InputType, cx, cy C.int) {
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w := windows[nativeWindow]
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if inputType == C.InputTypeMouseUp {
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e := ui.MouseStateUpdatedEvent{-1, -1}
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w.notify(e)
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return
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}
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x, y := int(cx), int(cy)
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x /= w.screenScale
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y /= w.screenScale
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if x < 0 {
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x = 0
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} else if w.screenWidth <= x {
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x = w.screenWidth - 1
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}
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if y < 0 {
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y = 0
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} else if w.screenHeight <= y {
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y = w.screenHeight - 1
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}
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e := ui.MouseStateUpdatedEvent{x, y}
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w.notify(e)
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}
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//export ebiten_WindowClosed
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func ebiten_WindowClosed(nativeWindow C.EbitenGameWindowPtr) {
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w := windows[nativeWindow]
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close(w.closed)
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w.notify(ui.WindowClosedEvent{})
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delete(windows, nativeWindow)
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}
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