replace BeginEnder with Doer and migrate everything
This commit is contained in:
parent
f7c4a6e1ad
commit
52a3a96d20
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@ -0,0 +1,58 @@
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package pixel
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import "github.com/faiface/pixel/pixelgl"
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// Warning: technical stuff below.
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// VertexFormat is an internal format of the OpenGL vertex data.
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//
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// You can actually change this and all of the Pixel's functions will use the new format.
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// Only change when you're implementing an OpenGL effect or something similar.
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var VertexFormat = DefaultVertexFormat()
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// DefaultVertexFormat returns the default vertex format used by Pixel.
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func DefaultVertexFormat() pixelgl.VertexFormat {
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return pixelgl.VertexFormat{
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{Purpose: pixelgl.Position, Size: 2},
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{Purpose: pixelgl.Color, Size: 4},
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{Purpose: pixelgl.TexCoord, Size: 2},
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}
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}
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// ConvertVertexData converts data in the oldFormat to the newFormat. Vertex attributes in the new format
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// will be copied from the corresponding vertex attributes in the old format. If a vertex attribute in the new format
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// has no corresponding attribute in the old format, it will be filled with zeros.
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func ConvertVertexData(oldFormat, newFormat pixelgl.VertexFormat, data []float64) []float64 {
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// calculate the mapping between old and new format
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// if i is a start of a vertex attribute in the new format, then mapping[i] returns
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// the index where the same attribute starts in the old format
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mapping := make(map[int]int)
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i := 0
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for _, newAttr := range newFormat {
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j := 0
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for _, oldAttr := range oldFormat {
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if newAttr == oldAttr {
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mapping[i] = j
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break
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}
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j += oldAttr.Size
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}
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i += newAttr.Size
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}
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oldData, newData := data, []float64{}
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for i := 0; i < len(oldData); i += oldFormat.Size() {
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j := 0
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for _, attr := range newFormat {
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if oldIndex, ok := mapping[j]; ok { // the attribute was found in the old format
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newData = append(newData, oldData[i+oldIndex:i+oldIndex+attr.Size]...)
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} else { // the attribute wasn't found in the old format, so fill with zeros
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newData = append(newData, make([]float64, attr.Size)...)
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}
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j += attr.Size
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}
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}
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return newData
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}
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@ -1,34 +1,28 @@
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package pixelgl
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// BeginEnder is an interface for manipulating OpenGL state.
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// Doer is an interface for manipulating OpenGL state.
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//
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// OpenGL is a state machine and as such, it is natural to manipulate it in a begin-end manner.
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// This interface is intended for all OpenGL objects, that can begin being active and end being active
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// such as windows, vertex arrays, vertex buffers, textures, shaders, pretty much everything.
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// OpenGL is a state machine. Every object can 'enter' it's state and 'leave' it's state. For example,
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// you can bind a buffer and unbind a buffer, bind a texture and unbind it, use shader and unuse it, and so on.
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//
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// It might seem natural to use BeginEnders this way:
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// This interface provides a clever and flexible way to do it. A typical workflow of an OpenGL object is that
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// you enter (load, bind) that object's state, then do something with it, and then leave the state. That 'something'
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// in between, let's call it sub (as in subroutine).
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//
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// window.Begin()
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// shader.Begin()
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// texture.Begin()
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// vertexarray.Begin()
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// vertexarray.Draw()
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// vertexarray.End()
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// texture.End()
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// shader.End()
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// window.End()
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// The recommended way to implement a Doer is to wrap another Doer (vertex array wrap texture and so on), let's call
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// it parent. Then the Do method will look like this:
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//
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// Don't do this! A better practice is to make a BeginEnder so that it wraps another BeginEnder like this:
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// func (o *MyObject) Do(sub func()) {
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// o.parent.Do(func() {
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// // enter the object's state
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// sub()
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// // leave the object's state
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// })
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// }
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//
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// shader := NewShader(window)
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// texture := NewTexture(shader)
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// vertexarray := NewVertexArray(texture)
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// // now, somewhere else in your code, instead of calling numerous Begin/Ends, you just call
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// vertexarray.Draw()
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//
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// The final single call to draw a vertex array executes all of the Begins and Ends, because the objects are
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// wrapped around each other.
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type BeginEnder interface {
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Begin()
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End()
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// It might seem difficult to grasp this kind of recursion at first, but it's really simple. What it's basically saying
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// is: "Hey parent, enter your state, then let me enter mine, then I'll do whatever I'm supposed to do in the middle.
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// After that I'll leave my state and please leave your state too parent."
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type Doer interface {
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Do(sub func())
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}
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@ -9,95 +9,104 @@ import (
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// Shader is an OpenGL shader program.
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type Shader struct {
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parent BeginEnder
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parent Doer
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program uint32
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}
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// NewShader creates a new shader program from the specified vertex shader and fragment shader sources.
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//
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// Note that vertexShader and fragmentShader parameters must contain the source code, they're not filenames.
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func NewShader(parent BeginEnder, vertexShader, fragmentShader string) (*Shader, error) {
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parent.Begin()
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defer parent.End()
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func NewShader(parent Doer, vertexShader, fragmentShader string) (*Shader, error) {
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shader := &Shader{
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parent: parent,
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}
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err, glerr := DoErrGLErr(func() error {
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var vshader, fshader uint32
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// vertex shader
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{
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vshader = gl.CreateShader(gl.VERTEX_SHADER)
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src, free := gl.Strs(vertexShader)
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defer free()
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length := int32(len(vertexShader))
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gl.ShaderSource(vshader, 1, src, &length)
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gl.CompileShader(vshader)
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errChan := make(chan error, 1)
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parent.Do(func() {
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err, glerr := DoErrGLErr(func() error {
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var vshader, fshader uint32
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var (
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success int32
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infoLog = make([]byte, 512)
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)
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gl.GetShaderiv(vshader, gl.COMPILE_STATUS, &success)
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if success == 0 {
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gl.GetShaderInfoLog(vshader, int32(len(infoLog)), nil, &infoLog[0])
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return fmt.Errorf("error compiling vertex shader: %s", string(infoLog))
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// vertex shader
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{
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vshader = gl.CreateShader(gl.VERTEX_SHADER)
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src, free := gl.Strs(vertexShader)
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defer free()
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length := int32(len(vertexShader))
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gl.ShaderSource(vshader, 1, src, &length)
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gl.CompileShader(vshader)
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var (
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success int32
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infoLog = make([]byte, 512)
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)
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gl.GetShaderiv(vshader, gl.COMPILE_STATUS, &success)
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if success == 0 {
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gl.GetShaderInfoLog(vshader, int32(len(infoLog)), nil, &infoLog[0])
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return fmt.Errorf("error compiling vertex shader: %s", string(infoLog))
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}
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}
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}
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// fragment shader
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{
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fshader = gl.CreateShader(gl.FRAGMENT_SHADER)
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src, free := gl.Strs(fragmentShader)
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defer free()
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length := int32(len(fragmentShader))
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gl.ShaderSource(fshader, 1, src, &length)
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gl.CompileShader(fshader)
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// fragment shader
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{
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fshader = gl.CreateShader(gl.FRAGMENT_SHADER)
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src, free := gl.Strs(fragmentShader)
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defer free()
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length := int32(len(fragmentShader))
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gl.ShaderSource(fshader, 1, src, &length)
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gl.CompileShader(fshader)
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var (
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success int32
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infoLog = make([]byte, 512)
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)
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gl.GetShaderiv(fshader, gl.COMPILE_STATUS, &success)
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if success == 0 {
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gl.GetShaderInfoLog(fshader, int32(len(infoLog)), nil, &infoLog[0])
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return fmt.Errorf("error compiling fragment shader: %s", string(infoLog))
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var (
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success int32
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infoLog = make([]byte, 512)
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)
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gl.GetShaderiv(fshader, gl.COMPILE_STATUS, &success)
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if success == 0 {
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gl.GetShaderInfoLog(fshader, int32(len(infoLog)), nil, &infoLog[0])
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return fmt.Errorf("error compiling fragment shader: %s", string(infoLog))
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}
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}
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}
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// shader program
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{
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shader.program = gl.CreateProgram()
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gl.AttachShader(shader.program, vshader)
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gl.AttachShader(shader.program, fshader)
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gl.LinkProgram(shader.program)
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// shader program
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{
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shader.program = gl.CreateProgram()
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gl.AttachShader(shader.program, vshader)
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gl.AttachShader(shader.program, fshader)
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gl.LinkProgram(shader.program)
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var (
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success int32
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infoLog = make([]byte, 512)
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)
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gl.GetProgramiv(shader.program, gl.LINK_STATUS, &success)
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if success == 0 {
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gl.GetProgramInfoLog(shader.program, int32(len(infoLog)), nil, &infoLog[0])
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return fmt.Errorf("error linking shader program: %s", string(infoLog))
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var (
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success int32
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infoLog = make([]byte, 512)
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)
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gl.GetProgramiv(shader.program, gl.LINK_STATUS, &success)
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if success == 0 {
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gl.GetProgramInfoLog(shader.program, int32(len(infoLog)), nil, &infoLog[0])
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return fmt.Errorf("error linking shader program: %s", string(infoLog))
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}
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}
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gl.DeleteShader(vshader)
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gl.DeleteShader(fshader)
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return nil
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})
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if err != nil {
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if glerr != nil {
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err = errors.Wrap(glerr, err.Error())
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}
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errChan <- err
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return
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}
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gl.DeleteShader(vshader)
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gl.DeleteShader(fshader)
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return nil
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})
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if err != nil {
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if glerr != nil {
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err = errors.Wrap(glerr, err.Error())
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errChan <- err
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return
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}
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errChan <- nil
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})
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err := <-errChan
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if err != nil {
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return nil, err
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}
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if glerr != nil {
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return nil, glerr
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}
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return shader, nil
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}
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@ -108,18 +117,15 @@ func (s *Shader) Delete() {
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})
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}
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// Begin starts using a shader program.
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func (s *Shader) Begin() {
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s.parent.Begin()
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DoNoBlock(func() {
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gl.UseProgram(s.program)
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// Do stars using a shader, executes sub, and stops using it.
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func (s *Shader) Do(sub func()) {
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s.parent.Do(func() {
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DoNoBlock(func() {
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gl.UseProgram(s.program)
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})
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sub()
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DoNoBlock(func() {
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gl.UseProgram(0)
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})
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})
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}
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// End stops using a shader program.
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func (s *Shader) End() {
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DoNoBlock(func() {
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gl.UseProgram(0)
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})
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s.parent.End()
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}
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@ -7,37 +7,39 @@ import (
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// Texture is an OpenGL texture.
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type Texture struct {
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parent BeginEnder
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parent Doer
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tex uint32
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}
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// NewTexture creates a new texture with the specified width and height.
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// The pixels must be a sequence of RGBA values.
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func NewTexture(parent BeginEnder, width, height int, pixels []uint8) (*Texture, error) {
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parent.Begin()
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defer parent.End()
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func NewTexture(parent Doer, width, height int, pixels []uint8) (*Texture, error) {
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texture := &Texture{parent: parent}
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err := DoGLErr(func() {
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gl.GenTextures(1, &texture.tex)
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gl.BindTexture(gl.TEXTURE_2D, texture.tex)
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errChan := make(chan error, 1)
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parent.Do(func() {
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errChan <- DoGLErr(func() {
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gl.GenTextures(1, &texture.tex)
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gl.BindTexture(gl.TEXTURE_2D, texture.tex)
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gl.TexImage2D(
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gl.TEXTURE_2D,
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0,
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gl.RGBA,
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int32(width),
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int32(height),
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0,
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gl.RGBA,
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gl.UNSIGNED_BYTE,
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gl.Ptr(pixels),
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)
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gl.GenerateMipmap(gl.TEXTURE_2D)
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gl.TexImage2D(
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gl.TEXTURE_2D,
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0,
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gl.RGBA,
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int32(width),
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int32(height),
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0,
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gl.RGBA,
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gl.UNSIGNED_BYTE,
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gl.Ptr(pixels),
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)
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gl.BindTexture(gl.TEXTURE_2D, 0)
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gl.GenerateMipmap(gl.TEXTURE_2D)
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gl.BindTexture(gl.TEXTURE_2D, 0)
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})
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})
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err := <-errChan
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if err != nil {
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return nil, errors.Wrap(err, "failed to create a texture")
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}
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@ -52,18 +54,15 @@ func (t *Texture) Delete() {
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})
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}
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// Begin binds a texture.
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func (t *Texture) Begin() {
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t.parent.Begin()
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DoNoBlock(func() {
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gl.BindTexture(gl.TEXTURE_2D, t.tex)
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// Do bind a texture, executes sub, and unbinds the texture.
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func (t *Texture) Do(sub func()) {
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t.parent.Do(func() {
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DoNoBlock(func() {
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gl.BindTexture(gl.TEXTURE_2D, t.tex)
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})
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sub()
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DoNoBlock(func() {
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gl.BindTexture(gl.TEXTURE_2D, 0)
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})
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})
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}
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// End unbinds a texture.
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func (t *Texture) End() {
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DoNoBlock(func() {
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gl.BindTexture(gl.TEXTURE_2D, 0)
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})
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t.parent.End()
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}
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@ -90,7 +90,7 @@ const (
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// VertexArray is an OpenGL vertex array object that also holds it's own vertex buffer object.
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// From the user's points of view, VertexArray is an array of vertices that can be drawn.
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type VertexArray struct {
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parent BeginEnder
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parent Doer
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format VertexFormat
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vao uint32
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vbo uint32
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@ -99,44 +99,50 @@ type VertexArray struct {
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}
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// NewVertexArray creates a new vertex array and wraps another BeginEnder around it.
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func NewVertexArray(parent BeginEnder, format VertexFormat, mode VertexDrawMode, usage VertexUsage, data []float64) (*VertexArray, error) {
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parent.Begin()
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defer parent.End()
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func NewVertexArray(parent Doer, format VertexFormat, mode VertexDrawMode, usage VertexUsage, data []float64) (*VertexArray, error) {
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va := &VertexArray{
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parent: parent,
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format: format,
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mode: mode,
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}
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err := DoGLErr(func() {
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gl.GenVertexArrays(1, &va.vao)
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gl.BindVertexArray(va.vao)
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errChan := make(chan error, 1)
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parent.Do(func() {
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err := DoGLErr(func() {
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gl.GenVertexArrays(1, &va.vao)
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gl.BindVertexArray(va.vao)
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gl.GenBuffers(1, &va.vbo)
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gl.BindBuffer(gl.ARRAY_BUFFER, va.vbo)
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gl.BufferData(gl.ARRAY_BUFFER, 8*len(data), gl.Ptr(data), uint32(usage))
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gl.GenBuffers(1, &va.vbo)
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gl.BindBuffer(gl.ARRAY_BUFFER, va.vbo)
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gl.BufferData(gl.ARRAY_BUFFER, 8*len(data), gl.Ptr(data), uint32(usage))
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stride := format.Size()
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va.count = len(data) / stride
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stride := format.Size()
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va.count = len(data) / stride
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offset := 0
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for i, attr := range format {
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gl.VertexAttribPointer(
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uint32(i),
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int32(attr.Size),
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gl.DOUBLE,
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false,
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int32(8*stride),
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gl.PtrOffset(8*offset),
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)
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gl.EnableVertexAttribArray(uint32(i))
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offset += attr.Size
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offset := 0
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for i, attr := range format {
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gl.VertexAttribPointer(
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uint32(i),
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int32(attr.Size),
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gl.DOUBLE,
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false,
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int32(8*stride),
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gl.PtrOffset(8*offset),
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)
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gl.EnableVertexAttribArray(uint32(i))
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offset += attr.Size
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}
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gl.BindBuffer(gl.ARRAY_BUFFER, 0)
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gl.BindVertexArray(0)
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})
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if err != nil {
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errChan <- err
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return
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}
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gl.BindBuffer(gl.ARRAY_BUFFER, 0)
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gl.BindVertexArray(0)
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errChan <- nil
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})
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err := <-errChan
|
||||
if err != nil {
|
||||
return nil, errors.Wrap(err, "failed to create a vertex array")
|
||||
}
|
||||
|
@ -176,8 +182,7 @@ func (va *VertexArray) DrawMode() VertexDrawMode {
|
|||
|
||||
// Draw draws a vertex array.
|
||||
func (va *VertexArray) Draw() {
|
||||
va.Begin()
|
||||
va.End()
|
||||
va.Do(func() {})
|
||||
}
|
||||
|
||||
// Data returns a copy of data inside a vertex array (actually it's vertex buffer).
|
||||
|
@ -207,21 +212,18 @@ func (va *VertexArray) UpdateData(offset int, data []float64) {
|
|||
})
|
||||
}
|
||||
|
||||
// Begin binds a vertex array and it's associated vertex buffer.
|
||||
func (va *VertexArray) Begin() {
|
||||
va.parent.Begin()
|
||||
DoNoBlock(func() {
|
||||
gl.BindVertexArray(va.vao)
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, va.vbo)
|
||||
// Do binds a vertex arrray and it's associated vertex buffer, executes sub, and unbinds the vertex array and it's vertex buffer.
|
||||
func (va *VertexArray) Do(sub func()) {
|
||||
va.parent.Do(func() {
|
||||
DoNoBlock(func() {
|
||||
gl.BindVertexArray(va.vao)
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, va.vbo)
|
||||
})
|
||||
sub()
|
||||
DoNoBlock(func() {
|
||||
gl.DrawArrays(uint32(va.mode), 0, int32(va.count))
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
|
||||
gl.BindVertexArray(0)
|
||||
})
|
||||
})
|
||||
}
|
||||
|
||||
// End draws a vertex array and unbinds it alongside with it's associated vertex buffer.
|
||||
func (va *VertexArray) End() {
|
||||
DoNoBlock(func() {
|
||||
gl.DrawArrays(uint32(va.mode), 0, int32(va.count))
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
|
||||
gl.BindVertexArray(0)
|
||||
})
|
||||
va.parent.End()
|
||||
}
|
||||
|
|
191
window.go
191
window.go
|
@ -104,79 +104,79 @@ func NewWindow(config WindowConfig) (*Window, error) {
|
|||
|
||||
// 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.Do(func() {
|
||||
pixelgl.Do(func() {
|
||||
w.window.Destroy()
|
||||
})
|
||||
})
|
||||
}
|
||||
|
||||
// Clear clears the window with a color.
|
||||
func (w *Window) Clear(c color.Color) {
|
||||
w.Begin()
|
||||
defer w.End()
|
||||
pixelgl.Clear(colorToRGBA(c))
|
||||
w.Do(func() {
|
||||
pixelgl.Clear(colorToRGBA(c))
|
||||
})
|
||||
}
|
||||
|
||||
// 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)
|
||||
}
|
||||
w.window.SwapBuffers()
|
||||
glfw.PollEvents()
|
||||
w.Do(func() {
|
||||
pixelgl.Do(func() {
|
||||
if w.config.VSync {
|
||||
glfw.SwapInterval(1)
|
||||
}
|
||||
w.window.SwapBuffers()
|
||||
glfw.PollEvents()
|
||||
})
|
||||
})
|
||||
}
|
||||
|
||||
// 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)
|
||||
w.Do(func() {
|
||||
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))
|
||||
w.Do(func() {
|
||||
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)
|
||||
w.Do(func() {
|
||||
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()
|
||||
w.Do(func() {
|
||||
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()
|
||||
w.Do(func() {
|
||||
pixelgl.Do(func() {
|
||||
w.window.Hide()
|
||||
})
|
||||
})
|
||||
}
|
||||
|
||||
|
@ -187,37 +187,35 @@ func (w *Window) Hide() {
|
|||
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,
|
||||
)
|
||||
w.Do(func() {
|
||||
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()
|
||||
w.Do(func() {
|
||||
pixelgl.Do(func() {
|
||||
w.restore.xpos, w.restore.ypos = w.window.GetPos()
|
||||
w.restore.width, w.restore.height = w.window.GetSize()
|
||||
|
||||
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),
|
||||
)
|
||||
width, height := monitor.Size()
|
||||
refreshRate := monitor.RefreshRate()
|
||||
w.window.SetMonitor(
|
||||
monitor.monitor,
|
||||
0,
|
||||
0,
|
||||
int(width),
|
||||
int(height),
|
||||
int(refreshRate),
|
||||
)
|
||||
})
|
||||
})
|
||||
}
|
||||
}
|
||||
|
@ -230,12 +228,12 @@ func (w *Window) IsFullscreen() bool {
|
|||
|
||||
// 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)
|
||||
var monitor *glfw.Monitor
|
||||
w.Do(func() {
|
||||
monitor = pixelgl.DoVal(func() interface{} {
|
||||
return w.window.GetMonitor()
|
||||
}).(*glfw.Monitor)
|
||||
})
|
||||
if monitor == nil {
|
||||
return nil
|
||||
}
|
||||
|
@ -246,37 +244,39 @@ func (w *Window) 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.Do(func() {
|
||||
pixelgl.Do(func() {
|
||||
w.window.Focus()
|
||||
})
|
||||
})
|
||||
}
|
||||
|
||||
// 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)
|
||||
var focused bool
|
||||
w.Do(func() {
|
||||
focused = pixelgl.DoVal(func() interface{} {
|
||||
return w.window.GetAttrib(glfw.Focused) == glfw.True
|
||||
}).(bool)
|
||||
})
|
||||
return focused
|
||||
}
|
||||
|
||||
// Maximize puts a windowed window to a maximized state.
|
||||
func (w *Window) Maximize() {
|
||||
w.Begin()
|
||||
defer w.End()
|
||||
pixelgl.Do(func() {
|
||||
w.window.Maximize()
|
||||
w.Do(func() {
|
||||
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()
|
||||
w.Do(func() {
|
||||
pixelgl.Do(func() {
|
||||
w.window.Restore()
|
||||
})
|
||||
})
|
||||
}
|
||||
|
||||
|
@ -285,11 +285,11 @@ var currentWindow struct {
|
|||
handler *Window
|
||||
}
|
||||
|
||||
// Begin makes the context of this window current.
|
||||
//
|
||||
// Note that you only need to use this function if you're designing a low-level technical plugin (such as an effect).
|
||||
func (w *Window) Begin() {
|
||||
// Do makes the context of this window current, if it's not already, and executes sub.
|
||||
func (w *Window) Do(sub func()) {
|
||||
currentWindow.Lock()
|
||||
defer currentWindow.Unlock()
|
||||
|
||||
if currentWindow.handler != w {
|
||||
pixelgl.Do(func() {
|
||||
w.window.MakeContextCurrent()
|
||||
|
@ -297,11 +297,6 @@ func (w *Window) Begin() {
|
|||
})
|
||||
currentWindow.handler = w
|
||||
}
|
||||
}
|
||||
|
||||
// End makes it possible for other windows to make their context current.
|
||||
//
|
||||
// Note that you only need to use this function if you're designing a low-level technical plugin (such as an effect).
|
||||
func (w *Window) End() {
|
||||
currentWindow.Unlock()
|
||||
sub()
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue