package pixelgl import ( "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 the Window. type WindowConfig struct { // Title at the top of the Window Title string // Bounds specify the bounds of the Window in pixels. Bounds pixel.Rect // 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 } // Window is a window handler. Use this type to manipulate a window (input, drawing, ...). type Window struct { window *glfw.Window bounds pixel.Rect canvas *Canvas vsync bool // need to save these to correctly restore a fullscreen window restore struct { xpos, ypos, width, height int } prevInp, tempInp, currInp struct { mouse pixel.Vec buttons [KeyLast + 1]bool scroll pixel.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 (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, } 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.Visible, bool2int[!cfg.Hidden]) glfw.WindowHint(glfw.Decorated, bool2int[!cfg.Undecorated]) glfw.WindowHint(glfw.Focused, bool2int[!cfg.Unfocused]) glfw.WindowHint(glfw.Maximized, bool2int[cfg.Maximized]) var share *glfw.Window if currentWindow != nil { share = currentWindow.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") } w.SetVSync(cfg.VSync) w.initInput() w.SetMonitor(cfg.Fullscreen) w.canvas = NewCanvas(cfg.Bounds, false) 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. 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() + pixel.V( float64(newW-oldW), float64(newH-oldH), )) }) w.canvas.SetBounds(w.bounds) mainthread.Call(func() { w.begin() glhf.Bounds(0, 0, w.canvas.f.Texture().Width(), w.canvas.f.Texture().Height()) glhf.Clear(0, 0, 0, 0) w.canvas.f.Begin() w.canvas.f.Blit( nil, 0, 0, w.canvas.f.Texture().Width(), w.canvas.f.Texture().Height(), 0, 0, w.canvas.f.Texture().Width(), w.canvas.f.Texture().Height(), ) w.canvas.f.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 usefull 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 { return mainthread.CallVal(func() interface{} { return w.window.ShouldClose() }).(bool) } // 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 size will be // changed in the next Update to a real possible size of the Window. func (w *Window) SetBounds(bounds pixel.Rect) { w.bounds = bounds mainthread.Call(func() { _, _, width, height := intBounds(bounds) w.window.SetSize(width, height) }) } // Bounds returns the current bounds of the Window. func (w *Window) Bounds() pixel.Rect { return w.bounds } // Show makes the Window visible if it was hidden. func (w *Window) Show() { mainthread.Call(func() { w.window.Show() }) } // Hide hides the Window if it was visible. func (w *Window) Hide() { mainthread.Call(func() { w.window.Hide() }) } 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 resored to windowed state 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) SetMonitor(monitor *Monitor) { if w.Monitor() != monitor { if monitor != nil { w.setFullscreen(monitor) } else { w.setWindowed() } } } // IsFullscreen returns true if the Window is in fullscreen mode. func (w *Window) IsFullscreen() bool { return w.Monitor() != nil } // Monitor returns a monitor the Window is fullscreen is on. If the Window is not fullscreen, this // function returns nil. func (w *Window) Monitor() *Monitor { monitor := mainthread.CallVal(func() interface{} { return w.window.GetMonitor() }).(*glfw.Monitor) if monitor == nil { return nil } return &Monitor{ monitor: monitor, } } // Focus brings the Window to the front and sets input focus. func (w *Window) Focus() { mainthread.Call(func() { w.window.Focus() }) } // Focused returns true if the Window has input focus. func (w *Window) Focused() bool { return mainthread.CallVal(func() interface{} { return w.window.GetAttrib(glfw.Focused) == glfw.True }).(bool) } // Maximize puts the Window window to the maximized state. func (w *Window) Maximize() { mainthread.Call(func() { w.window.Maximize() }) } // Restore restores the Window window from the maximized state. func (w *Window) Restore() { mainthread.Call(func() { w.window.Restore() }) } // SetVSync sets whether the Window 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 } // Note: must be called inside the main thread. func (w *Window) begin() { if currentWindow != w { w.window.MakeContextCurrent() glhf.Init() currentWindow = 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 TrianglesTexture. 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 support 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) } // 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 color. func (w *Window) Clear(c color.Color) { w.canvas.Clear(c) }