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 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 { window *glfw.Window config WindowConfig canvas *Canvas canvasVs *glhf.VertexSlice shader *glhf.Shader // 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 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(config WindowConfig) (*Window, error) { bool2int := map[bool]int{ true: glfw.True, false: glfw.False, } w := &Window{config: config} 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[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 } // enter the OpenGL context w.begin() w.end() w.shader, err = glhf.NewShader( windowVertexFormat, windowUniformFormat, windowVertexShader, windowFragmentShader, ) if err != nil { return err } w.canvasVs = glhf.MakeVertexSlice(w.shader, 6, 6) w.canvasVs.Begin() w.canvasVs.SetVertexData([]float32{ -1, -1, 0, 0, 1, -1, 1, 0, 1, 1, 1, 1, -1, -1, 0, 0, 1, 1, 1, 1, -1, 1, 0, 1, }) w.canvasVs.End() return nil }) if err != nil { return nil, errors.Wrap(err, "creating window failed") } w.initInput() w.SetMonitor(config.Fullscreen) w.canvas = NewCanvas(config.Width, config.Height, 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() }) } // Clear clears the Window with a color. func (w *Window) Clear(c color.Color) { w.canvas.Clear(c) } // Update swaps buffers and polls events. func (w *Window) Update() { w.canvas.SetSize(w.Size()) mainthread.Call(func() { w.begin() glhf.Clear(0, 0, 0, 0) w.shader.Begin() w.canvas.f.Texture().Begin() w.canvasVs.Begin() w.canvasVs.Draw() w.canvasVs.End() w.canvas.f.Texture().End() w.shader.End() if w.config.VSync { glfw.SwapInterval(1) } 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) }) } // SetSize resizes the client area of the 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) { mainthread.Call(func() { w.window.SetSize(int(width), int(height)) }) } // Size returns the size of the client area of the Window (the part you can draw on). func (w *Window) Size() (width, height float64) { mainthread.Call(func() { wi, hi := w.window.GetSize() width = float64(wi) height = float64(hi) }) return width, height } // 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() }) } // 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) } // SetPicture sets a Picture that will be used in subsequent drawings onto the Window. func (w *Window) SetPicture(p *pixel.Picture) { w.canvas.SetPicture(p) } // SetTransform sets a global transformation matrix for the Window. // // Transforms are applied right-to-left. func (w *Window) SetTransform(t ...pixel.Transform) { w.canvas.SetTransform(t...) } // SetMaskColor sets a global mask color for the Window. func (w *Window) SetMaskColor(c color.Color) { w.canvas.SetMaskColor(c) } const ( windowPositionVec2 = iota windowTextureVec2 ) var windowVertexFormat = glhf.AttrFormat{ windowPositionVec2: {Name: "position", Type: glhf.Vec2}, windowTextureVec2: {Name: "texture", Type: glhf.Vec2}, } var windowUniformFormat = glhf.AttrFormat{} var windowVertexShader = ` #version 330 core in vec2 position; in vec2 texture; out vec2 Texture; void main() { gl_Position = vec4(position, 0.0, 1.0); Texture = texture; } ` var windowFragmentShader = ` #version 330 core in vec2 Texture; out vec4 color; uniform sampler2D tex; void main() { color = texture(tex, Texture); } `