replace Init and Quit with Run
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parent
0986e0c35e
commit
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35
init.go
35
init.go
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package pixel
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import (
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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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// Init initializes Pixel library. Call this function before using any of Pixel's functionality.
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//
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// If the initialization fails, an error is returned.
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func Init() error {
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err := pixelgl.DoErr(func() error {
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return glfw.Init()
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})
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if err != nil {
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return errors.Wrap(err, "initializing GLFW failed")
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}
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return nil
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}
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// MustInit initializes Pixel library and panics when the initialization fails.
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func MustInit() {
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err := Init()
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if err != nil {
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panic(err)
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}
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}
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// Quit terminates Pixel library. Call this function when you're done with Pixel.
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func Quit() {
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pixelgl.Do(func() {
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glfw.Terminate()
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})
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}
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@ -0,0 +1,37 @@
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package pixel
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import (
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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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// Run is essentialy the "main" function of Pixel. It exists mainly due to the technical limitations of OpenGL and operating systems,
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// in short, all graphics and window manipulating calls must be done from the main thread. Run makes this possible.
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//
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// Call this function from the main function of your application. This is necessary, so that Run runs on the main thread.
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//
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// func run() {
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// window := pixel.NewWindow(...)
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// for {
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// // your game's main loop
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// }
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// }
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//
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// func main() {
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// pixel.Run(run)
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// }
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//
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// You can spawn any number of goroutines from you run function and interact with Pixel concurrently.
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// The only condition is that the Run function must be called from your main function.
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func Run(run func()) error {
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err := glfw.Init()
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if err != nil {
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return errors.Wrap(err, "failed to initialize GLFW")
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}
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defer glfw.Terminate()
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pixelgl.Run(run)
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return nil
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}
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