432 lines
9.7 KiB
Go
432 lines
9.7 KiB
Go
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package pixelgl
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import (
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"image/color"
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"runtime"
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"github.com/faiface/glhf"
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"github.com/faiface/mainthread"
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"github.com/faiface/pixel"
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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 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
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// 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
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// 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
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// of the monitor.
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VSync bool
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// Number of samples for multi-sample anti-aliasing (edge-smoothing). Usual values
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// 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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canvas *Canvas
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canvasVs *glhf.VertexSlice
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shader *glhf.Shader
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// need to save these to correctly restore a fullscreen window
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restore struct {
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xpos, ypos, width, height int
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}
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prevInp, tempInp, currInp struct {
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buttons [KeyLast + 1]bool
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scroll pixel.Vec
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}
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}
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var currentWindow *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(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 := mainthread.CallErr(func() error {
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var err 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 share *glfw.Window
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if currentWindow != nil {
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share = currentWindow.window
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}
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w.window, err = glfw.CreateWindow(
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int(config.Width),
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int(config.Height),
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config.Title,
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nil,
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share,
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)
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if err != nil {
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return err
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}
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// enter the OpenGL context
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w.begin()
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w.end()
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w.shader, err = glhf.NewShader(
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windowVertexFormat,
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windowUniformFormat,
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windowVertexShader,
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windowFragmentShader,
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)
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if err != nil {
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return err
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}
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w.canvasVs = glhf.MakeVertexSlice(w.shader, 6, 6)
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w.canvasVs.Begin()
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w.canvasVs.SetVertexData([]float32{
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-1, -1, 0, 0,
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1, -1, 1, 0,
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1, 1, 1, 1,
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-1, -1, 0, 0,
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1, 1, 1, 1,
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-1, 1, 0, 1,
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})
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w.canvasVs.End()
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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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w.initInput()
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w.SetMonitor(config.Fullscreen)
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w.canvas = NewCanvas(config.Width, config.Height, false)
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w.Update()
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runtime.SetFinalizer(w, (*Window).Destroy)
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return w, nil
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}
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// Destroy destroys the Window. The Window can't be used any further.
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func (w *Window) Destroy() {
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mainthread.Call(func() {
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w.window.Destroy()
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})
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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.canvas.Clear(c)
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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.canvas.SetSize(w.Size())
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mainthread.Call(func() {
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w.begin()
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glhf.Clear(0, 0, 0, 0)
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w.shader.Begin()
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w.canvas.f.Texture().Begin()
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w.canvasVs.Begin()
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w.canvasVs.Draw()
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w.canvasVs.End()
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w.canvas.f.Texture().End()
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w.shader.End()
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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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w.end()
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})
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w.updateInput()
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}
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// SetClosed sets the closed flag of the Window.
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//
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// This is usefull when overriding the user's attempt to close the Window, or just to close the
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// Window from within the program.
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func (w *Window) SetClosed(closed bool) {
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mainthread.Call(func() {
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w.window.SetShouldClose(closed)
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})
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}
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// Closed returns the closed flag of the Window, which reports whether the Window should be closed.
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//
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// The closed flag is automatically set when a user attempts to close the Window.
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func (w *Window) Closed() bool {
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return mainthread.CallVal(func() interface{} {
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return w.window.ShouldClose()
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}).(bool)
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}
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// SetTitle changes the title of the Window.
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func (w *Window) SetTitle(title string) {
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mainthread.Call(func() {
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w.window.SetTitle(title)
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})
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}
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// SetSize resizes the client area of the Window to the specified size in pixels. In case of a
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// fullscreen Window, it changes the resolution of that Window.
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func (w *Window) SetSize(width, height float64) {
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mainthread.Call(func() {
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w.window.SetSize(int(width), int(height))
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})
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}
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// Size returns the size of the client area of the Window (the part you can draw on).
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func (w *Window) Size() (width, height float64) {
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mainthread.Call(func() {
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wi, hi := w.window.GetSize()
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width = float64(wi)
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height = float64(hi)
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})
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return width, height
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}
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// Show makes the Window visible if it was hidden.
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func (w *Window) Show() {
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mainthread.Call(func() {
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w.window.Show()
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})
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}
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// Hide hides the Window if it was visible.
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func (w *Window) Hide() {
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mainthread.Call(func() {
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w.window.Hide()
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})
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}
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func (w *Window) setFullscreen(monitor *Monitor) {
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mainthread.Call(func() {
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w.restore.xpos, w.restore.ypos = w.window.GetPos()
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w.restore.width, w.restore.height = w.window.GetSize()
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mode := monitor.monitor.GetVideoMode()
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w.window.SetMonitor(
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monitor.monitor,
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0,
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0,
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mode.Width,
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mode.Height,
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mode.RefreshRate,
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)
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})
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}
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func (w *Window) setWindowed() {
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mainthread.Call(func() {
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w.window.SetMonitor(
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nil,
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w.restore.xpos,
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w.restore.ypos,
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w.restore.width,
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w.restore.height,
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0,
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)
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})
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}
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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 resored to windowed state instead.
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//
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// Note, that there is nothing about the resolution of the fullscreen Window. The Window is
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// automatically set to the Monitor's resolution. If you want a different resolution, you need
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// to set it manually with SetSize method.
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func (w *Window) SetMonitor(monitor *Monitor) {
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if w.Monitor() != monitor {
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if monitor != nil {
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w.setFullscreen(monitor)
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} else {
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w.setWindowed()
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}
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}
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}
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// IsFullscreen returns true if the Window is in fullscreen mode.
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func (w *Window) IsFullscreen() bool {
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return w.Monitor() != nil
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}
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// Monitor returns a monitor the Window is fullscreen is on. If the Window is not fullscreen, this
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// function returns nil.
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func (w *Window) Monitor() *Monitor {
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monitor := mainthread.CallVal(func() interface{} {
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return w.window.GetMonitor()
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}).(*glfw.Monitor)
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if monitor == nil {
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return nil
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}
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return &Monitor{
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monitor: monitor,
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}
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}
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// Focus brings the Window to the front and sets input focus.
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func (w *Window) Focus() {
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mainthread.Call(func() {
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w.window.Focus()
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})
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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 {
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return mainthread.CallVal(func() interface{} {
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return w.window.GetAttrib(glfw.Focused) == glfw.True
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}).(bool)
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}
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// Maximize puts the Window window to the maximized state.
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func (w *Window) Maximize() {
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mainthread.Call(func() {
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w.window.Maximize()
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})
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}
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// Restore restores the Window window from the maximized state.
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func (w *Window) Restore() {
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mainthread.Call(func() {
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w.window.Restore()
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})
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}
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// Note: must be called inside the main thread.
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func (w *Window) begin() {
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if currentWindow != w {
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w.window.MakeContextCurrent()
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glhf.Init()
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currentWindow = w
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}
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}
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// Note: must be called inside the main thread.
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func (w *Window) end() {
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// nothing, really
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}
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// MakeTriangles generates a specialized copy of the supplied triangles that will draw onto this
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// Window.
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//
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// Window supports TrianglesPosition, TrianglesColor and TrianglesTexture.
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func (w *Window) MakeTriangles(t pixel.Triangles) pixel.TargetTriangles {
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return w.canvas.MakeTriangles(t)
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}
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// SetPicture sets a Picture that will be used in subsequent drawings onto the Window.
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func (w *Window) SetPicture(p *pixel.Picture) {
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w.canvas.SetPicture(p)
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}
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// SetTransform sets a global transformation matrix for the Window.
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//
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// Transforms are applied right-to-left.
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func (w *Window) SetTransform(t ...pixel.Transform) {
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w.canvas.SetTransform(t...)
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}
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// SetMaskColor sets a global mask color for the Window.
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func (w *Window) SetMaskColor(c color.Color) {
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w.canvas.SetMaskColor(c)
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}
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const (
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windowPositionVec2 = iota
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windowTextureVec2
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)
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var windowVertexFormat = glhf.AttrFormat{
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windowPositionVec2: {Name: "position", Type: glhf.Vec2},
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windowTextureVec2: {Name: "texture", Type: glhf.Vec2},
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}
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var windowUniformFormat = glhf.AttrFormat{}
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var windowVertexShader = `
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#version 330 core
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in vec2 position;
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in vec2 texture;
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out vec2 Texture;
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void main() {
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gl_Position = vec4(position, 0.0, 1.0);
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Texture = texture;
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}
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`
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var windowFragmentShader = `
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#version 330 core
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in vec2 Texture;
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out vec4 color;
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uniform sampler2D tex;
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void main() {
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color = texture(tex, Texture);
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}
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`
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