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package pixel
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import (
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"image/color"
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"sync"
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"github.com/faiface/pixel/pixelgl"
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"github.com/go-gl/glfw/v3.2/glfw"
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"github.com/pkg/errors"
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)
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// WindowConfig is convenience structure for specifying all possible properties of a window.
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// Properties are chosen in such a way, that you usually only need to set a few of them - defaults
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// (zeros) should usually be sensible.
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//
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// Note that you always need to set the width and the height of a window.
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type WindowConfig struct {
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// Title at the top of a window.
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Title string
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// Width of a window in pixels.
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Width float64
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// Height of a window in pixels.
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Height float64
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// If set to nil, a window will be windowed. Otherwise it will be fullscreen on the specified monitor.
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Fullscreen *Monitor
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// Whether a window is resizable.
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Resizable bool
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// If set to true, the window will be initially invisible.
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Hidden bool
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// Undecorated window ommits the borders and decorations (close button, etc.).
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Undecorated bool
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// If set to true, a window will not get focused upon showing up.
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Unfocused bool
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// Whether a window is maximized.
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Maximized bool
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// VSync (vertical synchronization) synchronizes window's framerate with the framerate of the monitor.
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VSync bool
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// Number of samples for multi-sample anti-aliasing (edge-smoothing).
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// Usual values are 0, 2, 4, 8 (powers of 2 and not much more than this).
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MSAASamples int
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}
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// Window is a window handler. Use this type to manipulate a window (input, drawing, ...).
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type Window struct {
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window *glfw.Window
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config WindowConfig
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}
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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.
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func NewWindow(config WindowConfig) (*Window, error) {
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bool2int := map[bool]int{
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true: glfw.True,
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false: glfw.False,
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}
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w := &Window{config: config}
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err := pixelgl.DoErr(func() error {
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glfw.WindowHint(glfw.ContextVersionMajor, 3)
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glfw.WindowHint(glfw.ContextVersionMinor, 3)
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glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
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glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)
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glfw.WindowHint(glfw.Resizable, bool2int[config.Resizable])
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glfw.WindowHint(glfw.Visible, bool2int[!config.Hidden])
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glfw.WindowHint(glfw.Decorated, bool2int[!config.Undecorated])
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glfw.WindowHint(glfw.Focused, bool2int[!config.Unfocused])
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glfw.WindowHint(glfw.Maximized, bool2int[config.Maximized])
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glfw.WindowHint(glfw.Samples, config.MSAASamples)
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var (
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err error
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monitor *glfw.Monitor
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)
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if config.Fullscreen != nil {
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monitor = config.Fullscreen.monitor
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}
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w.window, err = glfw.CreateWindow(int(config.Width), int(config.Height), config.Title, monitor, nil)
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if err != nil {
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return err
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}
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return nil
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})
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if err != nil {
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return nil, errors.Wrap(err, "creating window failed")
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}
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return w, nil
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}
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// Delete destroys a window. The window can't be used any further.
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func (w *Window) Delete() {
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w.Begin()
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pixelgl.Do(func() {
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w.window.Destroy()
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})
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w.End()
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}
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// Clear clears the window with a color.
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func (w *Window) Clear(c color.Color) {
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w.Begin()
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pixelgl.Clear(colorToRGBA(c))
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w.End()
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}
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// Update swaps buffers and polls events.
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func (w *Window) Update() {
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w.Begin()
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pixelgl.Do(func() {
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if w.config.VSync {
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glfw.SwapInterval(1)
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}
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w.window.SwapBuffers()
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glfw.PollEvents()
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})
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w.End()
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}
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// Focus brings a window to the front and sets input focus.
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func (w *Window) Focus() {
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w.Begin()
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pixelgl.Do(func() {
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w.window.Focus()
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})
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w.End()
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}
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var currentWindow struct {
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sync.Mutex
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handler *Window
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}
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// Begin makes the context of this window current.
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//
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// Note that you only need to use this function if you're designing a low-level technical plugin (such as an effect).
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func (w *Window) Begin() {
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currentWindow.Lock()
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if currentWindow.handler != w {
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pixelgl.Do(func() {
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w.window.MakeContextCurrent()
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pixelgl.Init()
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})
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currentWindow.handler = w
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}
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}
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// End makes it possible for other windows to make their context current.
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//
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// Note that you only need to use this function if you're designing a low-level technical plugin (such as an effect).
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func (w *Window) End() {
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currentWindow.Unlock()
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}
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