package pixelgl import ( "image" "image/color" "runtime" "github.com/faiface/glhf" "github.com/faiface/mainthread" "github.com/faiface/pixel" "github.com/go-gl/glfw/v3.2/glfw" "github.com/pkg/errors" ) // WindowConfig is a 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 Bounds of a Window. type WindowConfig struct { // Title at the top of the Window. Title string // Icon specifies the icon images available to be used by the window. This is usually // displayed in the top bar of the window or in the task bar of the desktop environment. // // If passed one image, it will use that image, if passed an array of images those of or // closest to the sizes desired by the system are selected. The desired image sizes varies // depending on platform and system settings. The selected images will be rescaled as // needed. Good sizes include 16x16, 32x32 and 48x48. // // Note: Setting this value doesn't have an effect on OSX. You'll need to set the icon when // bundling your application for release. Icon []pixel.Picture // Bounds specify the bounds of the Window in pixels. Bounds pixel.Rect // If set to nil, the Window will be windowed. Otherwise it will be fullscreen on the // specified Monitor. Monitor *Monitor // Whether the Window is resizable. Resizable bool // Undecorated Window ommits the borders and decorations (close button, etc.). Undecorated bool // VSync (vertical synchronization) synchronizes Window's framerate with the framerate of // the monitor. VSync bool } // Window is a window handler. Use this type to manipulate a window (input, drawing, etc.). type Window struct { window *glfw.Window bounds pixel.Rect canvas *Canvas vsync bool cursorVisible bool // need to save these to correctly restore a fullscreen window restore struct { xpos, ypos, width, height int } prevInp, currInp, tempInp struct { mouse pixel.Vec buttons [KeyLast + 1]bool repeat [KeyLast + 1]bool scroll pixel.Vec typed string } } var currWin *Window // NewWindow creates a new Window with it's properties specified in the provided config. // // If Window creation fails, an error is returned (e.g. due to unavailable graphics device). func NewWindow(cfg WindowConfig) (*Window, error) { bool2int := map[bool]int{ true: glfw.True, false: glfw.False, } w := &Window{bounds: cfg.Bounds, cursorVisible: true} err := mainthread.CallErr(func() error { var err error 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[cfg.Resizable]) glfw.WindowHint(glfw.Decorated, bool2int[!cfg.Undecorated]) var share *glfw.Window if currWin != nil { share = currWin.window } _, _, width, height := intBounds(cfg.Bounds) w.window, err = glfw.CreateWindow( width, height, cfg.Title, nil, share, ) if err != nil { return err } // enter the OpenGL context w.begin() w.end() return nil }) if err != nil { return nil, errors.Wrap(err, "creating window failed") } if len(cfg.Icon) > 0 { imgs := make([]image.Image, len(cfg.Icon)) for i, icon := range cfg.Icon { pic := pixel.PictureDataFromPicture(icon) imgs[i] = pic.Image() } mainthread.Call(func() { w.window.SetIcon(imgs) }) } w.SetVSync(cfg.VSync) w.initInput() w.SetMonitor(cfg.Monitor) w.canvas = NewCanvas(cfg.Bounds) w.Update() runtime.SetFinalizer(w, (*Window).Destroy) return w, nil } // Destroy destroys the Window. The Window can't be used any further. func (w *Window) Destroy() { mainthread.Call(func() { w.window.Destroy() }) } // Update swaps buffers and polls events. Call this method at the end of each frame. func (w *Window) Update() { mainthread.Call(func() { _, _, oldW, oldH := intBounds(w.bounds) newW, newH := w.window.GetSize() w.bounds = w.bounds.ResizedMin(w.bounds.Size().Add(pixel.V( float64(newW-oldW), float64(newH-oldH), ))) }) w.canvas.SetBounds(w.bounds) mainthread.Call(func() { w.begin() framebufferWidth, framebufferHeight := w.window.GetFramebufferSize() glhf.Bounds(0, 0, framebufferWidth, framebufferHeight) glhf.Clear(0, 0, 0, 0) w.canvas.gf.Frame().Begin() w.canvas.gf.Frame().Blit( nil, 0, 0, w.canvas.Texture().Width(), w.canvas.Texture().Height(), 0, 0, framebufferWidth, framebufferHeight, ) w.canvas.gf.Frame().End() if w.vsync { glfw.SwapInterval(1) } else { glfw.SwapInterval(0) } w.window.SwapBuffers() w.end() }) w.updateInput() } // SetClosed sets the closed flag of the Window. // // This is useful when overriding the user's attempt to close the Window, or just to close the // Window from within the program. func (w *Window) SetClosed(closed bool) { mainthread.Call(func() { w.window.SetShouldClose(closed) }) } // Closed returns the closed flag of the Window, which reports whether the Window should be closed. // // The closed flag is automatically set when a user attempts to close the Window. func (w *Window) Closed() bool { var closed bool mainthread.Call(func() { closed = w.window.ShouldClose() }) return closed } // SetTitle changes the title of the Window. func (w *Window) SetTitle(title string) { mainthread.Call(func() { w.window.SetTitle(title) }) } // SetBounds sets the bounds of the Window in pixels. Bounds can be fractional, but the actual size // of the window will be rounded to integers. func (w *Window) SetBounds(bounds pixel.Rect) { w.bounds = bounds mainthread.Call(func() { _, _, width, height := intBounds(bounds) w.window.SetSize(width, height) }) } // SetPos sets the position, in screen coordinates, of the upper-left corner // of the client area of the window. Position can be fractional, but the actual position // of the window will be rounded to integers. // // If it is a full screen window, this function does nothing. func (w *Window) SetPos(pos pixel.Vec) { mainthread.Call(func() { left, top := int(pos.X), int(pos.Y) w.window.SetPos(left, top) }) } // Bounds returns the current bounds of the Window. func (w *Window) Bounds() pixel.Rect { return w.bounds } func (w *Window) setFullscreen(monitor *Monitor) { mainthread.Call(func() { w.restore.xpos, w.restore.ypos = w.window.GetPos() w.restore.width, w.restore.height = w.window.GetSize() mode := monitor.monitor.GetVideoMode() w.window.SetMonitor( monitor.monitor, 0, 0, mode.Width, mode.Height, mode.RefreshRate, ) }) } func (w *Window) setWindowed() { mainthread.Call(func() { w.window.SetMonitor( nil, w.restore.xpos, w.restore.ypos, w.restore.width, w.restore.height, 0, ) }) } // SetMonitor sets the Window fullscreen on the given Monitor. If the Monitor is nil, the Window // will be restored to windowed state instead. // // The Window will be automatically set to the Monitor's resolution. If you want a different // resolution, you will need to set it manually with SetBounds method. func (w *Window) SetMonitor(monitor *Monitor) { if w.Monitor() != monitor { if monitor != nil { w.setFullscreen(monitor) } else { w.setWindowed() } } } // Monitor returns a monitor the Window is fullscreen on. If the Window is not fullscreen, this // function returns nil. func (w *Window) Monitor() *Monitor { var monitor *glfw.Monitor mainthread.Call(func() { monitor = w.window.GetMonitor() }) if monitor == nil { return nil } return &Monitor{ monitor: monitor, } } // Focused returns true if the Window has input focus. func (w *Window) Focused() bool { var focused bool mainthread.Call(func() { focused = w.window.GetAttrib(glfw.Focused) == glfw.True }) return focused } // SetVSync sets whether the Window's Update should synchronize with the monitor refresh rate. func (w *Window) SetVSync(vsync bool) { w.vsync = vsync } // VSync returns whether the Window is set to synchronize with the monitor refresh rate. func (w *Window) VSync() bool { return w.vsync } // SetCursorVisible sets the visibility of the mouse cursor inside the Window client area. func (w *Window) SetCursorVisible(visible bool) { w.cursorVisible = visible mainthread.Call(func() { if visible { w.window.SetInputMode(glfw.CursorMode, glfw.CursorNormal) } else { w.window.SetInputMode(glfw.CursorMode, glfw.CursorHidden) } }) } // CursorVisible returns the visibility status of the mouse cursor. func (w *Window) CursorVisible() bool { return w.cursorVisible } // Note: must be called inside the main thread. func (w *Window) begin() { if currWin != w { w.window.MakeContextCurrent() glhf.Init() currWin = w } } // Note: must be called inside the main thread. func (w *Window) end() { // nothing, really } // MakeTriangles generates a specialized copy of the supplied Triangles that will draw onto this // Window. // // Window supports TrianglesPosition, TrianglesColor and TrianglesPicture. func (w *Window) MakeTriangles(t pixel.Triangles) pixel.TargetTriangles { return w.canvas.MakeTriangles(t) } // MakePicture generates a specialized copy of the supplied Picture that will draw onto this Window. // // Window supports PictureColor. func (w *Window) MakePicture(p pixel.Picture) pixel.TargetPicture { return w.canvas.MakePicture(p) } // SetMatrix sets a Matrix that every point will be projected by. func (w *Window) SetMatrix(m pixel.Matrix) { w.canvas.SetMatrix(m) } // SetColorMask sets a global color mask for the Window. func (w *Window) SetColorMask(c color.Color) { w.canvas.SetColorMask(c) } // SetComposeMethod sets a Porter-Duff composition method to be used in the following draws onto // this Window. func (w *Window) SetComposeMethod(cmp pixel.ComposeMethod) { w.canvas.SetComposeMethod(cmp) } // SetSmooth sets whether the stretched Pictures drawn onto this Window should be drawn smooth or // pixely. func (w *Window) SetSmooth(smooth bool) { w.canvas.SetSmooth(smooth) } // Smooth returns whether the stretched Pictures drawn onto this Window are set to be drawn smooth // or pixely. func (w *Window) Smooth() bool { return w.canvas.Smooth() } // Clear clears the Window with a single color. func (w *Window) Clear(c color.Color) { w.canvas.Clear(c) } // Color returns the color of the pixel over the given position inside the Window. func (w *Window) Color(at pixel.Vec) pixel.RGBA { return w.canvas.Color(at) }