mirror of https://github.com/liamg/aminal.git
658 lines
24 KiB
Go
658 lines
24 KiB
Go
package glfw
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//#include <stdlib.h>
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//#include "glfw/include/GLFW/glfw3.h"
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//void glfwSetWindowPosCallbackCB(GLFWwindow *window);
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//void glfwSetWindowSizeCallbackCB(GLFWwindow *window);
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//void glfwSetFramebufferSizeCallbackCB(GLFWwindow *window);
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//void glfwSetWindowCloseCallbackCB(GLFWwindow *window);
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//void glfwSetWindowRefreshCallbackCB(GLFWwindow *window);
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//void glfwSetWindowFocusCallbackCB(GLFWwindow *window);
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//void glfwSetWindowIconifyCallbackCB(GLFWwindow *window);
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import "C"
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import (
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"sync"
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"unsafe"
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)
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// Internal window list stuff
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type windowList struct {
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l sync.Mutex
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m map[*C.GLFWwindow]*Window
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}
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var windows = windowList{m: map[*C.GLFWwindow]*Window{}}
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func (w *windowList) put(wnd *Window) {
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w.l.Lock()
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defer w.l.Unlock()
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w.m[wnd.data] = wnd
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}
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func (w *windowList) remove(wnd *C.GLFWwindow) {
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w.l.Lock()
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defer w.l.Unlock()
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delete(w.m, wnd)
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}
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func (w *windowList) get(wnd *C.GLFWwindow) *Window {
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w.l.Lock()
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defer w.l.Unlock()
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return w.m[wnd]
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}
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// Hint corresponds to hints that can be set before creating a window.
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//
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// Hint also corresponds to the attributes of the window that can be get after
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// its creation.
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type Hint int
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// Window related hints.
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const (
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Focused Hint = C.GLFW_FOCUSED // Specifies whether the window will be given input focus when created. This hint is ignored for full screen and initially hidden windows.
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Iconified Hint = C.GLFW_ICONIFIED // Specifies whether the window will be minimized.
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Visible Hint = C.GLFW_VISIBLE // Specifies whether the window will be initially visible.
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Resizable Hint = C.GLFW_RESIZABLE // Specifies whether the window will be resizable by the user.
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Decorated Hint = C.GLFW_DECORATED // Specifies whether the window will have window decorations such as a border, a close widget, etc.
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Floating Hint = C.GLFW_FLOATING // Specifies whether the window will be always-on-top.
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AutoIconify Hint = C.GLFW_AUTO_ICONIFY // Specifies whether fullscreen windows automatically iconify (and restore the previous video mode) on focus loss.
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)
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// Context related hints.
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const (
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ClientAPI Hint = C.GLFW_CLIENT_API // Specifies which client API to create the context for. Hard constraint.
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ContextVersionMajor Hint = C.GLFW_CONTEXT_VERSION_MAJOR // Specifies the client API version that the created context must be compatible with.
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ContextVersionMinor Hint = C.GLFW_CONTEXT_VERSION_MINOR // Specifies the client API version that the created context must be compatible with.
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ContextRobustness Hint = C.GLFW_CONTEXT_ROBUSTNESS // Specifies the robustness strategy to be used by the context.
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ContextReleaseBehavior Hint = C.GLFW_CONTEXT_RELEASE_BEHAVIOR // Specifies the release behavior to be used by the context.
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OpenGLForwardCompatible Hint = C.GLFW_OPENGL_FORWARD_COMPAT // Specifies whether the OpenGL context should be forward-compatible. Hard constraint.
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OpenGLDebugContext Hint = C.GLFW_OPENGL_DEBUG_CONTEXT // Specifies whether to create a debug OpenGL context, which may have additional error and performance issue reporting functionality. If OpenGL ES is requested, this hint is ignored.
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OpenGLProfile Hint = C.GLFW_OPENGL_PROFILE // Specifies which OpenGL profile to create the context for. Hard constraint.
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)
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// Framebuffer related hints.
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const (
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ContextRevision Hint = C.GLFW_CONTEXT_REVISION
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RedBits Hint = C.GLFW_RED_BITS // Specifies the desired bit depth of the default framebuffer.
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GreenBits Hint = C.GLFW_GREEN_BITS // Specifies the desired bit depth of the default framebuffer.
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BlueBits Hint = C.GLFW_BLUE_BITS // Specifies the desired bit depth of the default framebuffer.
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AlphaBits Hint = C.GLFW_ALPHA_BITS // Specifies the desired bit depth of the default framebuffer.
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DepthBits Hint = C.GLFW_DEPTH_BITS // Specifies the desired bit depth of the default framebuffer.
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StencilBits Hint = C.GLFW_STENCIL_BITS // Specifies the desired bit depth of the default framebuffer.
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AccumRedBits Hint = C.GLFW_ACCUM_RED_BITS // Specifies the desired bit depth of the accumulation buffer.
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AccumGreenBits Hint = C.GLFW_ACCUM_GREEN_BITS // Specifies the desired bit depth of the accumulation buffer.
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AccumBlueBits Hint = C.GLFW_ACCUM_BLUE_BITS // Specifies the desired bit depth of the accumulation buffer.
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AccumAlphaBits Hint = C.GLFW_ACCUM_ALPHA_BITS // Specifies the desired bit depth of the accumulation buffer.
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AuxBuffers Hint = C.GLFW_AUX_BUFFERS // Specifies the desired number of auxiliary buffers.
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Stereo Hint = C.GLFW_STEREO // Specifies whether to use stereoscopic rendering. Hard constraint.
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Samples Hint = C.GLFW_SAMPLES // Specifies the desired number of samples to use for multisampling. Zero disables multisampling.
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SRGBCapable Hint = C.GLFW_SRGB_CAPABLE // Specifies whether the framebuffer should be sRGB capable.
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RefreshRate Hint = C.GLFW_REFRESH_RATE // Specifies the desired refresh rate for full screen windows. If set to zero, the highest available refresh rate will be used. This hint is ignored for windowed mode windows.
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DoubleBuffer Hint = C.GLFW_DOUBLEBUFFER // Specifies whether the framebuffer should be double buffered. You nearly always want to use double buffering. This is a hard constraint.
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)
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// Values for the ClientAPI hint.
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const (
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OpenGLAPI int = C.GLFW_OPENGL_API
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OpenGLESAPI int = C.GLFW_OPENGL_ES_API
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)
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// Values for the ContextRobustness hint.
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const (
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NoRobustness int = C.GLFW_NO_ROBUSTNESS
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NoResetNotification int = C.GLFW_NO_RESET_NOTIFICATION
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LoseContextOnReset int = C.GLFW_LOSE_CONTEXT_ON_RESET
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)
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// Values for ContextReleaseBehavior hint.
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const (
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AnyReleaseBehavior int = C.GLFW_ANY_RELEASE_BEHAVIOR
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ReleaseBehaviorFlush int = C.GLFW_RELEASE_BEHAVIOR_FLUSH
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ReleaseBehaviorNone int = C.GLFW_RELEASE_BEHAVIOR_NONE
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)
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// Values for the OpenGLProfile hint.
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const (
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OpenGLAnyProfile int = C.GLFW_OPENGL_ANY_PROFILE
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OpenGLCoreProfile int = C.GLFW_OPENGL_CORE_PROFILE
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OpenGLCompatProfile int = C.GLFW_OPENGL_COMPAT_PROFILE
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)
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// Other values.
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const (
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True int = C.GL_TRUE
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False int = C.GL_FALSE
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DontCare int = C.GLFW_DONT_CARE
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)
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type Window struct {
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data *C.GLFWwindow
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// Window
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fPosHolder func(w *Window, xpos int, ypos int)
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fSizeHolder func(w *Window, width int, height int)
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fFramebufferSizeHolder func(w *Window, width int, height int)
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fCloseHolder func(w *Window)
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fRefreshHolder func(w *Window)
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fFocusHolder func(w *Window, focused bool)
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fIconifyHolder func(w *Window, iconified bool)
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// Input
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fMouseButtonHolder func(w *Window, button MouseButton, action Action, mod ModifierKey)
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fCursorPosHolder func(w *Window, xpos float64, ypos float64)
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fCursorEnterHolder func(w *Window, entered bool)
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fScrollHolder func(w *Window, xoff float64, yoff float64)
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fKeyHolder func(w *Window, key Key, scancode int, action Action, mods ModifierKey)
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fCharHolder func(w *Window, char rune)
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fCharModsHolder func(w *Window, char rune, mods ModifierKey)
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fDropHolder func(w *Window, names []string)
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}
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//export goWindowPosCB
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func goWindowPosCB(window unsafe.Pointer, xpos, ypos C.int) {
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w := windows.get((*C.GLFWwindow)(window))
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w.fPosHolder(w, int(xpos), int(ypos))
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}
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//export goWindowSizeCB
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func goWindowSizeCB(window unsafe.Pointer, width, height C.int) {
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w := windows.get((*C.GLFWwindow)(window))
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w.fSizeHolder(w, int(width), int(height))
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}
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//export goFramebufferSizeCB
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func goFramebufferSizeCB(window unsafe.Pointer, width, height C.int) {
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w := windows.get((*C.GLFWwindow)(window))
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w.fFramebufferSizeHolder(w, int(width), int(height))
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}
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//export goWindowCloseCB
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func goWindowCloseCB(window unsafe.Pointer) {
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w := windows.get((*C.GLFWwindow)(window))
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w.fCloseHolder(w)
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}
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//export goWindowRefreshCB
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func goWindowRefreshCB(window unsafe.Pointer) {
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w := windows.get((*C.GLFWwindow)(window))
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w.fRefreshHolder(w)
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}
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//export goWindowFocusCB
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func goWindowFocusCB(window unsafe.Pointer, focused C.int) {
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w := windows.get((*C.GLFWwindow)(window))
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isFocused := glfwbool(focused)
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w.fFocusHolder(w, isFocused)
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}
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//export goWindowIconifyCB
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func goWindowIconifyCB(window unsafe.Pointer, iconified C.int) {
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isIconified := glfwbool(iconified)
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w := windows.get((*C.GLFWwindow)(window))
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w.fIconifyHolder(w, isIconified)
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}
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// DefaultHints resets all window hints to their default values.
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//
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// This function may only be called from the main thread.
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func DefaultWindowHints() {
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C.glfwDefaultWindowHints()
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panicError()
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}
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// Hint function sets hints for the next call to CreateWindow. The hints,
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// once set, retain their values until changed by a call to Hint or
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// DefaultHints, or until the library is terminated with Terminate.
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//
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// This function may only be called from the main thread.
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func WindowHint(target Hint, hint int) {
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C.glfwWindowHint(C.int(target), C.int(hint))
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panicError()
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}
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// CreateWindow creates a window and its associated context. Most of the options
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// controlling how the window and its context should be created are specified
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// through Hint.
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//
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// Successful creation does not change which context is current. Before you can
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// use the newly created context, you need to make it current using
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// MakeContextCurrent.
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//
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// Note that the created window and context may differ from what you requested,
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// as not all parameters and hints are hard constraints. This includes the size
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// of the window, especially for full screen windows. To retrieve the actual
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// attributes of the created window and context, use queries like
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// GetWindowAttrib and GetWindowSize.
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//
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// To create the window at a specific position, make it initially invisible using
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// the Visible window hint, set its position and then show it.
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//
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// If a fullscreen window is active, the screensaver is prohibited from starting.
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//
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// Windows: If the executable has an icon resource named GLFW_ICON, it will be
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// set as the icon for the window. If no such icon is present, the IDI_WINLOGO
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// icon will be used instead.
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//
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// Mac OS X: The GLFW window has no icon, as it is not a document window, but the
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// dock icon will be the same as the application bundle's icon. Also, the first
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// time a window is opened the menu bar is populated with common commands like
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// Hide, Quit and About. The (minimal) about dialog uses information from the
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// application's bundle. For more information on bundles, see the Bundle
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// Programming Guide provided by Apple.
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//
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// This function may only be called from the main thread.
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func CreateWindow(width, height int, title string, monitor *Monitor, share *Window) (*Window, error) {
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var (
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m *C.GLFWmonitor
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s *C.GLFWwindow
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)
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t := C.CString(title)
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defer C.free(unsafe.Pointer(t))
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if monitor != nil {
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m = monitor.data
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}
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if share != nil {
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s = share.data
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}
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w := C.glfwCreateWindow(C.int(width), C.int(height), t, m, s)
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if w == nil {
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return nil, acceptError(APIUnavailable, VersionUnavailable)
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}
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wnd := &Window{data: w}
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windows.put(wnd)
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return wnd, nil
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}
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// Destroy destroys the specified window and its context. On calling this
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// function, no further callbacks will be called for that window.
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//
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// This function may only be called from the main thread.
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func (w *Window) Destroy() {
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windows.remove(w.data)
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C.glfwDestroyWindow(w.data)
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panicError()
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}
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// ShouldClose returns the value of the close flag of the specified window.
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func (w *Window) ShouldClose() bool {
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ret := glfwbool(C.glfwWindowShouldClose(w.data))
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panicError()
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return ret
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}
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// SetShouldClose sets the value of the close flag of the window. This can be
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// used to override the user's attempt to close the window, or to signal that it
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// should be closed.
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func (w *Window) SetShouldClose(value bool) {
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if !value {
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C.glfwSetWindowShouldClose(w.data, C.GL_FALSE)
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} else {
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C.glfwSetWindowShouldClose(w.data, C.GL_TRUE)
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}
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panicError()
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}
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// SetTitle sets the window title, encoded as UTF-8, of the window.
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//
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// This function may only be called from the main thread.
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func (w *Window) SetTitle(title string) {
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t := C.CString(title)
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defer C.free(unsafe.Pointer(t))
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C.glfwSetWindowTitle(w.data, t)
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panicError()
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}
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// GetPos returns the position, in screen coordinates, of the upper-left
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// corner of the client area of the window.
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func (w *Window) GetPos() (x, y int) {
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var xpos, ypos C.int
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C.glfwGetWindowPos(w.data, &xpos, &ypos)
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panicError()
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return int(xpos), int(ypos)
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}
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// SetPos sets the position, in screen coordinates, of the upper-left corner
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// of the client area of the window.
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//
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// If it is a full screen window, this function does nothing.
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//
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// If you wish to set an initial window position you should create a hidden
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// window (using Hint and Visible), set its position and then show it.
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//
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// It is very rarely a good idea to move an already visible window, as it will
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// confuse and annoy the user.
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//
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// The window manager may put limits on what positions are allowed.
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//
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// This function may only be called from the main thread.
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func (w *Window) SetPos(xpos, ypos int) {
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C.glfwSetWindowPos(w.data, C.int(xpos), C.int(ypos))
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panicError()
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}
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// GetSize returns the size, in screen coordinates, of the client area of the
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// specified window.
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func (w *Window) GetSize() (width, height int) {
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var wi, h C.int
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C.glfwGetWindowSize(w.data, &wi, &h)
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panicError()
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return int(wi), int(h)
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}
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// SetSize sets the size, in screen coordinates, of the client area of the
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// window.
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//
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// For full screen windows, this function selects and switches to the resolution
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// closest to the specified size, without affecting the window's context. As the
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// context is unaffected, the bit depths of the framebuffer remain unchanged.
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//
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// The window manager may put limits on what window sizes are allowed.
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//
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// This function may only be called from the main thread.
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func (w *Window) SetSize(width, height int) {
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C.glfwSetWindowSize(w.data, C.int(width), C.int(height))
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panicError()
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}
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// GetFramebufferSize retrieves the size, in pixels, of the framebuffer of the
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// specified window.
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func (w *Window) GetFramebufferSize() (width, height int) {
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var wi, h C.int
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C.glfwGetFramebufferSize(w.data, &wi, &h)
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panicError()
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return int(wi), int(h)
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}
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// GetFrameSize retrieves the size, in screen coordinates, of each edge of the frame
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// of the specified window. This size includes the title bar, if the window has one.
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// The size of the frame may vary depending on the window-related hints used to create it.
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//
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// Because this function retrieves the size of each window frame edge and not the offset
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// along a particular coordinate axis, the retrieved values will always be zero or positive.
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func (w *Window) GetFrameSize() (left, top, right, bottom int) {
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var l, t, r, b C.int
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C.glfwGetWindowFrameSize(w.data, &l, &t, &r, &b)
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panicError()
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return int(l), int(t), int(r), int(b)
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}
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// Iconfiy iconifies/minimizes the window, if it was previously restored. If it
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// is a full screen window, the original monitor resolution is restored until the
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// window is restored. If the window is already iconified, this function does
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// nothing.
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//
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// This function may only be called from the main thread.
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func (w *Window) Iconify() error {
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C.glfwIconifyWindow(w.data)
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return acceptError(APIUnavailable)
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}
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// Restore restores the window, if it was previously iconified/minimized. If it
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// is a full screen window, the resolution chosen for the window is restored on
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// the selected monitor. If the window is already restored, this function does
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// nothing.
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//
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// This function may only be called from the main thread.
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func (w *Window) Restore() error {
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C.glfwRestoreWindow(w.data)
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return acceptError(APIUnavailable)
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}
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// Show makes the window visible, if it was previously hidden. If the window is
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// already visible or is in full screen mode, this function does nothing.
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//
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// This function may only be called from the main thread.
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func (w *Window) Show() {
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C.glfwShowWindow(w.data)
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panicError()
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}
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// Hide hides the window, if it was previously visible. If the window is already
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// hidden or is in full screen mode, this function does nothing.
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//
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// This function may only be called from the main thread.
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func (w *Window) Hide() {
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C.glfwHideWindow(w.data)
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panicError()
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}
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// GetMonitor returns the handle of the monitor that the window is in
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// fullscreen on.
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//
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// Returns nil if the window is in windowed mode.
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func (w *Window) GetMonitor() *Monitor {
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m := C.glfwGetWindowMonitor(w.data)
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panicError()
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if m == nil {
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return nil
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}
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return &Monitor{m}
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}
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// GetAttrib returns an attribute of the window. There are many attributes,
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// some related to the window and others to its context.
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func (w *Window) GetAttrib(attrib Hint) int {
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ret := int(C.glfwGetWindowAttrib(w.data, C.int(attrib)))
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panicError()
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return ret
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}
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// SetUserPointer sets the user-defined pointer of the window. The current value
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// is retained until the window is destroyed. The initial value is nil.
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func (w *Window) SetUserPointer(pointer unsafe.Pointer) {
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C.glfwSetWindowUserPointer(w.data, pointer)
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panicError()
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}
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// GetUserPointer returns the current value of the user-defined pointer of the
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// window. The initial value is nil.
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func (w *Window) GetUserPointer() unsafe.Pointer {
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ret := C.glfwGetWindowUserPointer(w.data)
|
|
panicError()
|
|
return ret
|
|
}
|
|
|
|
type PosCallback func(w *Window, xpos int, ypos int)
|
|
|
|
// SetPosCallback sets the position callback of the window, which is called
|
|
// when the window is moved. The callback is provided with the screen position
|
|
// of the upper-left corner of the client area of the window.
|
|
func (w *Window) SetPosCallback(cbfun PosCallback) (previous PosCallback) {
|
|
previous = w.fPosHolder
|
|
w.fPosHolder = cbfun
|
|
if cbfun == nil {
|
|
C.glfwSetWindowPosCallback(w.data, nil)
|
|
} else {
|
|
C.glfwSetWindowPosCallbackCB(w.data)
|
|
}
|
|
panicError()
|
|
return previous
|
|
}
|
|
|
|
type SizeCallback func(w *Window, width int, height int)
|
|
|
|
// SetSizeCallback sets the size callback of the window, which is called when
|
|
// the window is resized. The callback is provided with the size, in screen
|
|
// coordinates, of the client area of the window.
|
|
func (w *Window) SetSizeCallback(cbfun SizeCallback) (previous SizeCallback) {
|
|
previous = w.fSizeHolder
|
|
w.fSizeHolder = cbfun
|
|
if cbfun == nil {
|
|
C.glfwSetWindowSizeCallback(w.data, nil)
|
|
} else {
|
|
C.glfwSetWindowSizeCallbackCB(w.data)
|
|
}
|
|
panicError()
|
|
return previous
|
|
}
|
|
|
|
type FramebufferSizeCallback func(w *Window, width int, height int)
|
|
|
|
// SetFramebufferSizeCallback sets the framebuffer resize callback of the specified
|
|
// window, which is called when the framebuffer of the specified window is resized.
|
|
func (w *Window) SetFramebufferSizeCallback(cbfun FramebufferSizeCallback) (previous FramebufferSizeCallback) {
|
|
previous = w.fFramebufferSizeHolder
|
|
w.fFramebufferSizeHolder = cbfun
|
|
if cbfun == nil {
|
|
C.glfwSetFramebufferSizeCallback(w.data, nil)
|
|
} else {
|
|
C.glfwSetFramebufferSizeCallbackCB(w.data)
|
|
}
|
|
panicError()
|
|
return previous
|
|
}
|
|
|
|
type CloseCallback func(w *Window)
|
|
|
|
// SetCloseCallback sets the close callback of the window, which is called when
|
|
// the user attempts to close the window, for example by clicking the close
|
|
// widget in the title bar.
|
|
//
|
|
// The close flag is set before this callback is called, but you can modify it at
|
|
// any time with SetShouldClose.
|
|
//
|
|
// Mac OS X: Selecting Quit from the application menu will trigger the close
|
|
// callback for all windows.
|
|
func (w *Window) SetCloseCallback(cbfun CloseCallback) (previous CloseCallback) {
|
|
previous = w.fCloseHolder
|
|
w.fCloseHolder = cbfun
|
|
if cbfun == nil {
|
|
C.glfwSetWindowCloseCallback(w.data, nil)
|
|
} else {
|
|
C.glfwSetWindowCloseCallbackCB(w.data)
|
|
}
|
|
panicError()
|
|
return previous
|
|
}
|
|
|
|
type RefreshCallback func(w *Window)
|
|
|
|
// SetRefreshCallback sets the refresh callback of the window, which
|
|
// is called when the client area of the window needs to be redrawn, for example
|
|
// if the window has been exposed after having been covered by another window.
|
|
//
|
|
// On compositing window systems such as Aero, Compiz or Aqua, where the window
|
|
// contents are saved off-screen, this callback may be called only very
|
|
// infrequently or never at all.
|
|
func (w *Window) SetRefreshCallback(cbfun RefreshCallback) (previous RefreshCallback) {
|
|
previous = w.fRefreshHolder
|
|
w.fRefreshHolder = cbfun
|
|
if cbfun == nil {
|
|
C.glfwSetWindowRefreshCallback(w.data, nil)
|
|
} else {
|
|
C.glfwSetWindowRefreshCallbackCB(w.data)
|
|
}
|
|
panicError()
|
|
return previous
|
|
}
|
|
|
|
type FocusCallback func(w *Window, focused bool)
|
|
|
|
// SetFocusCallback sets the focus callback of the window, which is called when
|
|
// the window gains or loses focus.
|
|
//
|
|
// After the focus callback is called for a window that lost focus, synthetic key
|
|
// and mouse button release events will be generated for all such that had been
|
|
// pressed. For more information, see SetKeyCallback and SetMouseButtonCallback.
|
|
func (w *Window) SetFocusCallback(cbfun FocusCallback) (previous FocusCallback) {
|
|
previous = w.fFocusHolder
|
|
w.fFocusHolder = cbfun
|
|
if cbfun == nil {
|
|
C.glfwSetWindowFocusCallback(w.data, nil)
|
|
} else {
|
|
C.glfwSetWindowFocusCallbackCB(w.data)
|
|
}
|
|
panicError()
|
|
return previous
|
|
}
|
|
|
|
type IconifyCallback func(w *Window, iconified bool)
|
|
|
|
// SetIconifyCallback sets the iconification callback of the window, which is
|
|
// called when the window is iconified or restored.
|
|
func (w *Window) SetIconifyCallback(cbfun IconifyCallback) (previous IconifyCallback) {
|
|
previous = w.fIconifyHolder
|
|
w.fIconifyHolder = cbfun
|
|
if cbfun == nil {
|
|
C.glfwSetWindowIconifyCallback(w.data, nil)
|
|
} else {
|
|
C.glfwSetWindowIconifyCallbackCB(w.data)
|
|
}
|
|
panicError()
|
|
return previous
|
|
}
|
|
|
|
// SetClipboardString sets the system clipboard to the specified UTF-8 encoded
|
|
// string.
|
|
//
|
|
// This function may only be called from the main thread.
|
|
func (w *Window) SetClipboardString(str string) {
|
|
cp := C.CString(str)
|
|
defer C.free(unsafe.Pointer(cp))
|
|
C.glfwSetClipboardString(w.data, cp)
|
|
panicError()
|
|
}
|
|
|
|
// GetClipboardString returns the contents of the system clipboard, if it
|
|
// contains or is convertible to a UTF-8 encoded string.
|
|
//
|
|
// This function may only be called from the main thread.
|
|
func (w *Window) GetClipboardString() (string, error) {
|
|
cs := C.glfwGetClipboardString(w.data)
|
|
if cs == nil {
|
|
return "", acceptError(FormatUnavailable)
|
|
}
|
|
return C.GoString(cs), nil
|
|
}
|
|
|
|
// PollEvents processes only those events that have already been received and
|
|
// then returns immediately. Processing events will cause the window and input
|
|
// callbacks associated with those events to be called.
|
|
//
|
|
// This function is not required for joystick input to work.
|
|
//
|
|
// This function may not be called from a callback.
|
|
//
|
|
// This function may only be called from the main thread.
|
|
func PollEvents() {
|
|
C.glfwPollEvents()
|
|
panicError()
|
|
}
|
|
|
|
// WaitEvents puts the calling thread to sleep until at least one event has been
|
|
// received. Once one or more events have been recevied, it behaves as if
|
|
// PollEvents was called, i.e. the events are processed and the function then
|
|
// returns immediately. Processing events will cause the window and input
|
|
// callbacks associated with those events to be called.
|
|
//
|
|
// Since not all events are associated with callbacks, this function may return
|
|
// without a callback having been called even if you are monitoring all
|
|
// callbacks.
|
|
//
|
|
// This function may not be called from a callback.
|
|
//
|
|
// This function may only be called from the main thread.
|
|
func WaitEvents() {
|
|
C.glfwWaitEvents()
|
|
panicError()
|
|
}
|
|
|
|
// PostEmptyEvent posts an empty event from the current thread to the main
|
|
// thread event queue, causing WaitEvents to return.
|
|
//
|
|
// If no windows exist, this function returns immediately. For
|
|
// synchronization of threads in applications that do not create windows, use
|
|
// your threading library of choice.
|
|
//
|
|
// This function may be called from secondary threads.
|
|
func PostEmptyEvent() {
|
|
C.glfwPostEmptyEvent()
|
|
panicError()
|
|
}
|