basic window control functions

This commit is contained in:
faiface 2016-11-24 22:06:51 +01:00
parent a1325c8a83
commit 07dde4c8b4
1 changed files with 153 additions and 13 deletions

166
window.go
View File

@ -54,6 +54,11 @@ type WindowConfig struct {
type Window struct {
window *glfw.Window
config WindowConfig
// need to save these to correctly restore a fullscreen window
restore struct {
xpos, ypos, width, height int
}
}
// NewWindow creates a new window with it's properties specified in the provided config.
@ -80,15 +85,8 @@ func NewWindow(config WindowConfig) (*Window, error) {
glfw.WindowHint(glfw.Maximized, bool2int[config.Maximized])
glfw.WindowHint(glfw.Samples, config.MSAASamples)
var (
err error
monitor *glfw.Monitor
)
if config.Fullscreen != nil {
monitor = config.Fullscreen.monitor
}
w.window, err = glfw.CreateWindow(int(config.Width), int(config.Height), config.Title, monitor, nil)
var err error
w.window, err = glfw.CreateWindow(int(config.Width), int(config.Height), config.Title, nil, nil)
if err != nil {
return err
}
@ -99,28 +97,31 @@ func NewWindow(config WindowConfig) (*Window, error) {
return nil, errors.Wrap(err, "creating window failed")
}
w.SetFullscreen(config.Fullscreen)
return w, nil
}
// Delete destroys a window. The window can't be used any further.
func (w *Window) Delete() {
w.Begin()
defer w.End()
pixelgl.Do(func() {
w.window.Destroy()
})
w.End()
}
// Clear clears the window with a color.
func (w *Window) Clear(c color.Color) {
w.Begin()
defer w.End()
pixelgl.Clear(colorToRGBA(c))
w.End()
}
// Update swaps buffers and polls events.
func (w *Window) Update() {
w.Begin()
defer w.End()
pixelgl.Do(func() {
if w.config.VSync {
glfw.SwapInterval(1)
@ -128,16 +129,155 @@ func (w *Window) Update() {
w.window.SwapBuffers()
glfw.PollEvents()
})
w.End()
}
// SetTitle changes the title of a window.
func (w *Window) SetTitle(title string) {
w.Begin()
defer w.End()
pixelgl.Do(func() {
w.window.SetTitle(title)
})
}
// SetSize resizes a window to the specified size in pixels.
// In case of a fullscreen window, it changes the resolution of that window.
func (w *Window) SetSize(width, height float64) {
w.Begin()
defer w.End()
pixelgl.Do(func() {
w.window.SetSize(int(width), int(height))
})
}
// Size returns the size of the client area of a window (the part you can draw on).
func (w *Window) Size() (width, height float64) {
w.Begin()
defer w.End()
pixelgl.Do(func() {
wi, hi := w.window.GetSize()
width = float64(wi)
height = float64(hi)
})
return width, height
}
// Show makes a window visible if it was hidden.
func (w *Window) Show() {
w.Begin()
defer w.End()
pixelgl.Do(func() {
w.window.Show()
})
}
// Hide hides a window if it was visible.
func (w *Window) Hide() {
w.Begin()
defer w.End()
pixelgl.Do(func() {
w.window.Hide()
})
}
// SetFullscreen sets a window fullscreen on a given monitor. If the monitor is nil, the window will be resored to windowed instead.
//
// Note, that there is nothing about the resolution of the fullscreen window. The window is automatically set to the monitor's
// resolution. If you want a different resolution, you need to set it manually with SetSize method.
func (w *Window) SetFullscreen(monitor *Monitor) {
if w.Monitor() != monitor {
if monitor == nil {
w.Begin()
defer w.End()
pixelgl.Do(func() {
w.window.SetMonitor(
nil,
w.restore.xpos,
w.restore.ypos,
w.restore.width,
w.restore.height,
0,
)
})
} else {
w.Begin()
defer w.End()
pixelgl.Do(func() {
w.restore.xpos, w.restore.ypos = w.window.GetPos()
w.restore.width, w.restore.height = w.window.GetSize()
width, height := monitor.Size()
refreshRate := monitor.RefreshRate()
w.window.SetMonitor(
monitor.monitor,
0,
0,
int(width),
int(height),
int(refreshRate),
)
})
}
}
}
// IsFullscreen returns true if the window is in the fullscreen mode.
func (w *Window) IsFullscreen() bool {
return w.Monitor() != nil
}
// Monitor returns a monitor a fullscreen window is on. If the window is not fullscreen, this function returns nil.
func (w *Window) Monitor() *Monitor {
w.Begin()
defer w.End()
monitor := pixelgl.DoVal(func() interface{} {
return w.window.GetMonitor()
}).(*glfw.Monitor)
if monitor == nil {
return nil
}
return &Monitor{
monitor: monitor,
}
}
// Focus brings a window to the front and sets input focus.
func (w *Window) Focus() {
w.Begin()
defer w.End()
pixelgl.Do(func() {
w.window.Focus()
})
w.End()
}
// Focused returns true if a window has input focus.
func (w *Window) Focused() bool {
w.Begin()
defer w.End()
return pixelgl.DoVal(func() interface{} {
return w.window.GetAttrib(glfw.Focused) == glfw.True
}).(bool)
}
// Maximize puts a windowed window to a maximized state.
func (w *Window) Maximize() {
w.Begin()
defer w.End()
pixelgl.Do(func() {
w.window.Maximize()
})
}
// Restore restores a windowed window from a maximized state.
func (w *Window) Restore() {
w.Begin()
defer w.End()
pixelgl.Do(func() {
w.window.Restore()
})
}
var currentWindow struct {