go-opengl-pixel/pixelgl/window.go

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package pixelgl
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import (
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"image"
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"image/color"
"runtime"
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"github.com/faiface/glhf"
"github.com/faiface/mainthread"
"github.com/faiface/pixel"
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"github.com/go-gl/glfw/v3.3/glfw"
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"github.com/pkg/errors"
)
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// WindowConfig is a structure for specifying all possible properties of a Window. Properties are
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// chosen in such a way, that you usually only need to set a few of them - defaults (zeros) should
// usually be sensible.
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//
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// Note that you always need to set the Bounds of a Window.
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type WindowConfig struct {
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// Title at the top of the Window.
Title string
// Icon specifies the icon images available to be used by the window. This is usually
// displayed in the top bar of the window or in the task bar of the desktop environment.
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//
// If passed one image, it will use that image, if passed an array of images those of or
// closest to the sizes desired by the system are selected. The desired image sizes varies
// depending on platform and system settings. The selected images will be rescaled as
// needed. Good sizes include 16x16, 32x32 and 48x48.
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//
// Note: Setting this value doesn't have an effect on OSX. You'll need to set the icon when
// bundling your application for release.
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Icon []pixel.Picture
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// Bounds specify the bounds of the Window in pixels.
Bounds pixel.Rect
// Initial window position
Position pixel.Vec
// If set to nil, the Window will be windowed. Otherwise it will be fullscreen on the
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// specified Monitor.
Monitor *Monitor
// Resizable specifies whether the window will be resizable by the user.
Resizable bool
// Undecorated Window omits the borders and decorations (close button, etc.).
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Undecorated bool
// NoIconify specifies whether fullscreen windows should not automatically
// iconify (and restore the previous video mode) on focus loss.
NoIconify bool
// AlwaysOnTop specifies whether the windowed mode window will be floating
// above other regular windows, also called topmost or always-on-top.
// This is intended primarily for debugging purposes and cannot be used to
// implement proper full screen windows.
AlwaysOnTop bool
// TransparentFramebuffer specifies whether the window framebuffer will be
// transparent. If enabled and supported by the system, the window
// framebuffer alpha channel will be used to combine the framebuffer with
// the background. This does not affect window decorations.
TransparentFramebuffer bool
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// VSync (vertical synchronization) synchronizes Window's framerate with the framerate of
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// the monitor.
VSync bool
// Maximized specifies whether the window is maximized.
Maximized bool
// Invisible specifies whether the window will be initially hidden.
// You can make the window visible later using Window.Show().
Invisible bool
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}
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// Window is a window handler. Use this type to manipulate a window (input, drawing, etc.).
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type Window struct {
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window *glfw.Window
bounds pixel.Rect
canvas *Canvas
vsync bool
cursorVisible bool
cursorInsideWindow bool
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// need to save these to correctly restore a fullscreen window
restore struct {
xpos, ypos, width, height int
}
prevInp, currInp, tempInp struct {
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mouse pixel.Vec
buttons [KeyLast + 1]bool
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repeat [KeyLast + 1]bool
scroll pixel.Vec
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typed string
}
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prevJoy, currJoy, tempJoy joystickState
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}
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var currWin *Window
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// NewWindow creates a new Window with it's properties specified in the provided config.
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//
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// If Window creation fails, an error is returned (e.g. due to unavailable graphics device).
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func NewWindow(cfg WindowConfig) (*Window, error) {
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bool2int := map[bool]int{
true: glfw.True,
false: glfw.False,
}
w := &Window{bounds: cfg.Bounds, cursorVisible: true}
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err := mainthread.CallErr(func() error {
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var err error
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glfw.WindowHint(glfw.ContextVersionMajor, 3)
glfw.WindowHint(glfw.ContextVersionMinor, 3)
glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)
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glfw.WindowHint(glfw.Resizable, bool2int[cfg.Resizable])
glfw.WindowHint(glfw.Decorated, bool2int[!cfg.Undecorated])
glfw.WindowHint(glfw.Floating, bool2int[cfg.AlwaysOnTop])
glfw.WindowHint(glfw.AutoIconify, bool2int[!cfg.NoIconify])
glfw.WindowHint(glfw.TransparentFramebuffer, bool2int[cfg.TransparentFramebuffer])
glfw.WindowHint(glfw.Maximized, bool2int[cfg.Maximized])
glfw.WindowHint(glfw.Visible, bool2int[!cfg.Invisible])
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if cfg.Position.X != 0 || cfg.Position.Y != 0 {
glfw.WindowHint(glfw.Visible, glfw.False)
}
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var share *glfw.Window
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if currWin != nil {
share = currWin.window
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}
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_, _, width, height := intBounds(cfg.Bounds)
w.window, err = glfw.CreateWindow(
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width,
height,
cfg.Title,
nil,
share,
)
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if err != nil {
return err
}
if cfg.Position.X != 0 || cfg.Position.Y != 0 {
w.window.SetPos(int(cfg.Position.X), int(cfg.Position.Y))
w.window.Show()
}
// enter the OpenGL context
w.begin()
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glhf.Init()
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w.end()
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return nil
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})
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if err != nil {
return nil, errors.Wrap(err, "creating window failed")
}
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if len(cfg.Icon) > 0 {
imgs := make([]image.Image, len(cfg.Icon))
for i, icon := range cfg.Icon {
pic := pixel.PictureDataFromPicture(icon)
imgs[i] = pic.Image()
}
mainthread.Call(func() {
w.window.SetIcon(imgs)
})
}
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w.SetVSync(cfg.VSync)
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w.initInput()
w.SetMonitor(cfg.Monitor)
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w.canvas = NewCanvas(cfg.Bounds)
w.Update()
runtime.SetFinalizer(w, (*Window).Destroy)
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return w, nil
}
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// Destroy destroys the Window. The Window can't be used any further.
func (w *Window) Destroy() {
mainthread.Call(func() {
w.window.Destroy()
})
}
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// Update swaps buffers and polls events. Call this method at the end of each frame.
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func (w *Window) Update() {
w.SwapBuffers()
w.UpdateInput()
}
// SwapBuffers swaps buffers. Call this to swap buffers without polling window events.
// Note that Update invokes SwapBuffers.
func (w *Window) SwapBuffers() {
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mainthread.Call(func() {
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_, _, oldW, oldH := intBounds(w.bounds)
newW, newH := w.window.GetSize()
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w.bounds = w.bounds.ResizedMin(w.bounds.Size().Add(pixel.V(
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float64(newW-oldW),
float64(newH-oldH),
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)))
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})
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w.canvas.SetBounds(w.bounds)
mainthread.Call(func() {
w.begin()
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framebufferWidth, framebufferHeight := w.window.GetFramebufferSize()
glhf.Bounds(0, 0, framebufferWidth, framebufferHeight)
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glhf.Clear(0, 0, 0, 0)
w.canvas.gf.Frame().Begin()
w.canvas.gf.Frame().Blit(
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nil,
0, 0, w.canvas.Texture().Width(), w.canvas.Texture().Height(),
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0, 0, framebufferWidth, framebufferHeight,
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)
w.canvas.gf.Frame().End()
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if w.vsync {
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glfw.SwapInterval(1)
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} else {
glfw.SwapInterval(0)
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}
w.window.SwapBuffers()
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w.end()
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})
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}
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// SetClosed sets the closed flag of the Window.
//
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// This is useful when overriding the user's attempt to close the Window, or just to close the
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// Window from within the program.
func (w *Window) SetClosed(closed bool) {
mainthread.Call(func() {
w.window.SetShouldClose(closed)
})
}
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// Closed returns the closed flag of the Window, which reports whether the Window should be closed.
//
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// The closed flag is automatically set when a user attempts to close the Window.
func (w *Window) Closed() bool {
var closed bool
mainthread.Call(func() {
closed = w.window.ShouldClose()
})
return closed
}
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// SetTitle changes the title of the Window.
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func (w *Window) SetTitle(title string) {
mainthread.Call(func() {
w.window.SetTitle(title)
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})
}
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// SetBounds sets the bounds of the Window in pixels. Bounds can be fractional, but the actual size
// of the window will be rounded to integers.
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func (w *Window) SetBounds(bounds pixel.Rect) {
w.bounds = bounds
mainthread.Call(func() {
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_, _, width, height := intBounds(bounds)
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w.window.SetSize(width, height)
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})
}
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// SetPos sets the position, in screen coordinates, of the upper-left corner
// of the client area of the window. Position can be fractional, but the actual position
// of the window will be rounded to integers.
//
// If it is a full screen window, this function does nothing.
func (w *Window) SetPos(pos pixel.Vec) {
mainthread.Call(func() {
left, top := int(pos.X), int(pos.Y)
w.window.SetPos(left, top)
})
}
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// GetPos gets the position, in screen coordinates, of the upper-left corner
// of the client area of the window. The position is rounded to integers.
func (w *Window) GetPos() pixel.Vec {
var v pixel.Vec
mainthread.Call(func() {
x, y := w.window.GetPos()
v = pixel.V(float64(x), float64(y))
})
return v
}
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// Bounds returns the current bounds of the Window.
func (w *Window) Bounds() pixel.Rect {
return w.bounds
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}
func (w *Window) setFullscreen(monitor *Monitor) {
mainthread.Call(func() {
w.restore.xpos, w.restore.ypos = w.window.GetPos()
w.restore.width, w.restore.height = w.window.GetSize()
mode := monitor.monitor.GetVideoMode()
w.window.SetMonitor(
monitor.monitor,
0,
0,
mode.Width,
mode.Height,
mode.RefreshRate,
)
})
}
func (w *Window) setWindowed() {
mainthread.Call(func() {
w.window.SetMonitor(
nil,
w.restore.xpos,
w.restore.ypos,
w.restore.width,
w.restore.height,
0,
)
})
}
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// SetMonitor sets the Window fullscreen on the given Monitor. If the Monitor is nil, the Window
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// will be restored to windowed state instead.
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//
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// The Window will be automatically set to the Monitor's resolution. If you want a different
// resolution, you will need to set it manually with SetBounds method.
func (w *Window) SetMonitor(monitor *Monitor) {
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if w.Monitor() != monitor {
if monitor != nil {
w.setFullscreen(monitor)
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} else {
w.setWindowed()
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}
}
}
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// Monitor returns a monitor the Window is fullscreen on. If the Window is not fullscreen, this
// function returns nil.
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func (w *Window) Monitor() *Monitor {
var monitor *glfw.Monitor
mainthread.Call(func() {
monitor = w.window.GetMonitor()
})
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if monitor == nil {
return nil
}
return &Monitor{
monitor: monitor,
}
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}
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// Focused returns true if the Window has input focus.
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func (w *Window) Focused() bool {
var focused bool
mainthread.Call(func() {
focused = w.window.GetAttrib(glfw.Focused) == glfw.True
})
return focused
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}
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// SetVSync sets whether the Window's Update should synchronize with the monitor refresh rate.
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func (w *Window) SetVSync(vsync bool) {
w.vsync = vsync
}
// VSync returns whether the Window is set to synchronize with the monitor refresh rate.
func (w *Window) VSync() bool {
return w.vsync
}
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// SetCursorVisible sets the visibility of the mouse cursor inside the Window client area.
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func (w *Window) SetCursorVisible(visible bool) {
w.cursorVisible = visible
mainthread.Call(func() {
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if visible {
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w.window.SetInputMode(glfw.CursorMode, glfw.CursorNormal)
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} else {
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w.window.SetInputMode(glfw.CursorMode, glfw.CursorHidden)
}
})
}
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// SetCursorDisabled hides the cursor and provides unlimited virtual cursor movement
// make cursor visible using SetCursorVisible
func (w *Window) SetCursorDisabled() {
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w.cursorVisible = false
mainthread.Call(func() {
w.window.SetInputMode(glfw.CursorMode, glfw.CursorDisabled)
})
}
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// CursorVisible returns the visibility status of the mouse cursor.
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func (w *Window) CursorVisible() bool {
return w.cursorVisible
}
// Note: must be called inside the main thread.
func (w *Window) begin() {
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if currWin != w {
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w.window.MakeContextCurrent()
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currWin = w
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}
}
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// Note: must be called inside the main thread.
func (w *Window) end() {
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// nothing, really
}
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// MakeTriangles generates a specialized copy of the supplied Triangles that will draw onto this
// Window.
//
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// Window supports TrianglesPosition, TrianglesColor and TrianglesPicture.
func (w *Window) MakeTriangles(t pixel.Triangles) pixel.TargetTriangles {
return w.canvas.MakeTriangles(t)
}
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// MakePicture generates a specialized copy of the supplied Picture that will draw onto this Window.
//
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// Window supports PictureColor.
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func (w *Window) MakePicture(p pixel.Picture) pixel.TargetPicture {
return w.canvas.MakePicture(p)
}
// SetMatrix sets a Matrix that every point will be projected by.
func (w *Window) SetMatrix(m pixel.Matrix) {
w.canvas.SetMatrix(m)
}
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// SetColorMask sets a global color mask for the Window.
func (w *Window) SetColorMask(c color.Color) {
w.canvas.SetColorMask(c)
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}
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// SetComposeMethod sets a Porter-Duff composition method to be used in the following draws onto
// this Window.
func (w *Window) SetComposeMethod(cmp pixel.ComposeMethod) {
w.canvas.SetComposeMethod(cmp)
}
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// SetSmooth sets whether the stretched Pictures drawn onto this Window should be drawn smooth or
// pixely.
func (w *Window) SetSmooth(smooth bool) {
w.canvas.SetSmooth(smooth)
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}
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// Smooth returns whether the stretched Pictures drawn onto this Window are set to be drawn smooth
// or pixely.
func (w *Window) Smooth() bool {
return w.canvas.Smooth()
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}
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// Clear clears the Window with a single color.
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func (w *Window) Clear(c color.Color) {
w.canvas.Clear(c)
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}
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// Color returns the color of the pixel over the given position inside the Window.
func (w *Window) Color(at pixel.Vec) pixel.RGBA {
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return w.canvas.Color(at)
}
// Canvas returns the window's underlying Canvas
func (w *Window) Canvas() *Canvas {
return w.canvas
}
// Show makes the window visible, if it was previously hidden. If the window is
// already visible or is in full screen mode, this function does nothing.
func (w *Window) Show() {
mainthread.Call(func() {
w.window.Show()
})
}