package pixel import ( "image/color" "runtime" "github.com/faiface/pixel/pixelgl" "github.com/go-gl/gl/v3.3-core/gl" "github.com/go-gl/glfw/v3.2/glfw" "github.com/go-gl/mathgl/mgl32" "github.com/pkg/errors" ) // WindowConfig is convenience structure for specifying all possible properties of a window. // Properties are chosen in such a way, that you usually only need to set a few of them - // defaults (zeros) should usually be sensible. // // Note that you always need to set the width and the height of a window. type WindowConfig struct { // Title at the top of a window. Title string // Width of a window in pixels. Width float64 // Height of a window in pixels. Height float64 // If set to nil, a window will be windowed. Otherwise it will be fullscreen on the // specified monitor. Fullscreen *Monitor // Whether a window is resizable. Resizable bool // If set to true, the window will be initially invisible. Hidden bool // Undecorated window ommits the borders and decorations (close button, etc.). Undecorated bool // If set to true, a window will not get focused upon showing up. Unfocused bool // Whether a window is maximized. Maximized bool // VSync (vertical synchronization) synchronizes window's framerate with the framerate // of the monitor. VSync bool // Number of samples for multi-sample anti-aliasing (edge-smoothing). Usual values // are 0, 2, 4, 8 (powers of 2 and not much more than this). MSAASamples int } // Window is a window handler. Use this type to manipulate a window (input, drawing, ...). type Window struct { enabled bool window *glfw.Window config WindowConfig shader *pixelgl.Shader pic *Picture // need to save these to correctly restore a fullscreen window restore struct { xpos, ypos, width, height int } prevInp, tempInp, currInp struct { buttons [KeyLast + 1]bool scroll Vec } } var currentWindow *Window // NewWindow creates a new window with it's properties specified in the provided config. // // If window creation fails, an error is returned. func NewWindow(config WindowConfig) (*Window, error) { bool2int := map[bool]int{ true: glfw.True, false: glfw.False, } w := &Window{config: config} err := pixelgl.DoErr(func() error { err := glfw.Init() if err != nil { return err } glfw.WindowHint(glfw.ContextVersionMajor, 3) glfw.WindowHint(glfw.ContextVersionMinor, 3) glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile) glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True) glfw.WindowHint(glfw.Resizable, bool2int[config.Resizable]) glfw.WindowHint(glfw.Visible, bool2int[!config.Hidden]) glfw.WindowHint(glfw.Decorated, bool2int[!config.Undecorated]) glfw.WindowHint(glfw.Focused, bool2int[!config.Unfocused]) glfw.WindowHint(glfw.Maximized, bool2int[config.Maximized]) glfw.WindowHint(glfw.Samples, config.MSAASamples) var share *glfw.Window if currentWindow != nil { share = currentWindow.window } w.window, err = glfw.CreateWindow(int(config.Width), int(config.Height), config.Title, nil, share) if err != nil { return err } return nil }) if err != nil { return nil, errors.Wrap(err, "creating window failed") } pixelgl.Do(func() { w.begin() defer w.end() w.shader, err = pixelgl.NewShader( defaultVertexFormat, defaultUniformFormat, defaultVertexShader, defaultFragmentShader, ) if err != nil { panic(errors.Wrap(err, "NewWindow: failed to create shader")) } // default uniforms w.shader.Begin() w.shader.SetUniformAttr(maskColorVec4, mgl32.Vec4{1, 1, 1, 1}) w.shader.SetUniformAttr(transformMat3, mgl32.Ident3()) // this is tricky, w.shader.End() is not needed here, because it will // actually be ended by a deferred w.End() call }) if err != nil { w.Destroy() return nil, errors.Wrap(err, "creating window failed") } w.initInput() w.SetFullscreen(config.Fullscreen) runtime.SetFinalizer(w, (*Window).Destroy) return w, nil } // Destroy destroys a window. The window can't be used any further. func (w *Window) Destroy() { pixelgl.Do(func() { w.window.Destroy() }) } // Clear clears the window with a color. func (w *Window) Clear(c color.Color) { pixelgl.DoNoBlock(func() { w.begin() defer w.end() c := NRGBAModel.Convert(c).(NRGBA) gl.ClearColor(float32(c.R), float32(c.G), float32(c.B), float32(c.A)) gl.Clear(gl.COLOR_BUFFER_BIT) }) } // Update swaps buffers and polls events. func (w *Window) Update() { pixelgl.Do(func() { w.begin() defer w.end() if w.config.VSync { glfw.SwapInterval(1) } w.window.SwapBuffers() }) w.updateInput() pixelgl.Do(func() { w.begin() defer w.end() w, h := w.window.GetSize() gl.Viewport(0, 0, int32(w), int32(h)) }) } // SetClosed sets the closed flag of a window. // // This is usefull when overriding the user's attempt to close a window, or just to close a // window from within a program. func (w *Window) SetClosed(closed bool) { pixelgl.Do(func() { w.window.SetShouldClose(closed) }) } // Closed returns the closed flag of a window, which reports whether the window should be closed. // // The closed flag is automatically set when a user attempts to close a window. func (w *Window) Closed() bool { return pixelgl.DoVal(func() interface{} { return w.window.ShouldClose() }).(bool) } // SetTitle changes the title of a window. func (w *Window) SetTitle(title string) { 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) { 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) { 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() { pixelgl.Do(func() { w.window.Show() }) } // Hide hides a window if it was visible. func (w *Window) Hide() { 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 { pixelgl.Do(func() { w.window.SetMonitor( nil, w.restore.xpos, w.restore.ypos, w.restore.width, w.restore.height, 0, ) }) } else { 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 { 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() { pixelgl.Do(func() { w.window.Focus() }) } // Focused returns true if a window has input focus. func (w *Window) Focused() bool { 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() { pixelgl.Do(func() { w.window.Maximize() }) } // Restore restores a windowed window from a maximized state. func (w *Window) Restore() { pixelgl.Do(func() { w.window.Restore() }) } // Note: must be called inside the main thread. func (w *Window) begin() { if currentWindow != w { w.window.MakeContextCurrent() pixelgl.Init() currentWindow = w } if w.shader != nil { w.shader.Begin() } } // Note: must be called inside the main thread. func (w *Window) end() { if w.shader != nil { w.shader.End() } } type windowTriangles struct { w *Window vs *pixelgl.VertexSlice data []pixelgl.VertexData } func (wt *windowTriangles) Len() int { return wt.vs.Len() } func (wt *windowTriangles) Draw() { pixelgl.DoNoBlock(func() { wt.w.begin() if wt.w.pic != nil { wt.w.pic.Texture().Begin() } wt.vs.Begin() wt.vs.Draw() wt.vs.End() if wt.w.pic != nil { wt.w.pic.Texture().End() } wt.w.end() }) } func (wt *windowTriangles) Update(t Triangles) { if t.Len() > wt.Len() { newData := make([]pixelgl.VertexData, t.Len()-wt.Len()) // default values for i := range newData { newData[i] = make(pixelgl.VertexData) newData[i][colorVec4] = mgl32.Vec4{1, 1, 1, 1} newData[i][textureVec2] = mgl32.Vec2{-1, -1} } wt.data = append(wt.data, newData...) } if t.Len() < wt.Len() { wt.data = wt.data[:t.Len()] } if t, ok := t.(TrianglesPosition); ok { for i := range wt.data { pos := t.Position(i) wt.data[i][positionVec2] = mgl32.Vec2{ float32(pos.X()), float32(pos.Y()), } } } if t, ok := t.(TrianglesColor); ok { for i := range wt.data { col := NRGBAModel.Convert(t.Color(i)).(NRGBA) wt.data[i][colorVec4] = mgl32.Vec4{ float32(col.R), float32(col.G), float32(col.B), float32(col.A), } } } if t, ok := t.(TrianglesTexture); ok { for i := range wt.data { tex := t.Texture(i) wt.data[i][textureVec2] = mgl32.Vec2{ float32(tex.X()), float32(tex.Y()), } } } // submit data to vertex slice data := wt.data // avoid race condition pixelgl.DoNoBlock(func() { wt.vs.Begin() if len(wt.data) > wt.vs.Len() { wt.vs.Append(make([]pixelgl.VertexData, len(data)-wt.vs.Len())...) } if len(wt.data) < wt.vs.Len() { wt.vs = wt.vs.Slice(0, len(wt.data)) } wt.vs.SetVertexData(wt.data) wt.vs.End() }) } func (wt *windowTriangles) Position(i int) Vec { v := wt.data[i][positionVec2].(mgl32.Vec2) return V(float64(v.X()), float64(v.Y())) } func (wt *windowTriangles) Color(i int) color.Color { c := wt.data[i][colorVec4].(mgl32.Vec4) return NRGBA{ R: float64(c.X()), G: float64(c.Y()), B: float64(c.Z()), A: float64(c.W()), } } func (wt *windowTriangles) Texture(i int) Vec { t := wt.data[i][textureVec2].(mgl32.Vec2) return V(float64(t.X()), float64(t.Y())) } // MakeTriangles generates a specialized copy of the supplied triangles that will draw onto this // Window. // // Window supports TrianglesPosition, TrianglesColor and TrianglesTexture. func (w *Window) MakeTriangles(t Triangles) Triangles { wt := &windowTriangles{ w: w, vs: pixelgl.MakeVertexSlice(w.shader, 0, 0), } wt.Update(t) return wt } // SetTransform sets a global transformation matrix for the Window. // // Transforms are applied right-to-left. func (w *Window) SetTransform(t ...Transform) { mat := mgl32.Ident3() for i := range t { mat = mat.Mul3(t[i].Mat()) } pixelgl.DoNoBlock(func() { w.begin() w.shader.SetUniformAttr(transformMat3, mat) w.end() }) } // SetMaskColor sets a global mask color for the Window. func (w *Window) SetMaskColor(c color.Color) { if c == nil { c = NRGBA{1, 1, 1, 1} } nrgba := NRGBAModel.Convert(c).(NRGBA) r := float32(nrgba.R) g := float32(nrgba.G) b := float32(nrgba.B) a := float32(nrgba.A) pixelgl.DoNoBlock(func() { w.begin() w.shader.SetUniformAttr(maskColorVec4, mgl32.Vec4{r, g, b, a}) w.end() }) } // SetPicture sets a Picture that will be used in subsequent drawings onto the window. func (w *Window) SetPicture(p *Picture) { w.pic = p } var defaultVertexFormat = pixelgl.AttrFormat{ "position": pixelgl.Vec2, "color": pixelgl.Vec4, "texture": pixelgl.Vec2, } var defaultUniformFormat = pixelgl.AttrFormat{ "maskColor": pixelgl.Vec4, "transform": pixelgl.Mat3, } var defaultVertexShader = ` #version 330 core in vec2 position; in vec4 color; in vec2 texture; out vec4 Color; out vec2 Texture; uniform mat3 transform; void main() { gl_Position = vec4((transform * vec3(position.x, position.y, 1.0)).xy, 0.0, 1.0); Color = color; Texture = texture; } ` var defaultFragmentShader = ` #version 330 core in vec4 Color; in vec2 Texture; out vec4 color; uniform vec4 maskColor; uniform sampler2D tex; void main() { if (Texture == vec2(-1, -1)) { color = maskColor * Color; } else { color = maskColor * Color * texture(tex, vec2(Texture.x, 1 - Texture.y)); } } ` var ( positionVec2 = pixelgl.Attr{ Name: "position", Type: pixelgl.Vec2, } colorVec4 = pixelgl.Attr{ Name: "color", Type: pixelgl.Vec4, } textureVec2 = pixelgl.Attr{ Name: "texture", Type: pixelgl.Vec2, } maskColorVec4 = pixelgl.Attr{ Name: "maskColor", Type: pixelgl.Vec4, } transformMat3 = pixelgl.Attr{ Name: "transform", Type: pixelgl.Mat3, } )