package pixel import ( "image/color" "runtime" "github.com/faiface/pixel/pixelgl" "github.com/go-gl/glfw/v3.2/glfw" "github.com/go-gl/mathgl/mgl32" "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 { enabled bool window *glfw.Window config WindowConfig shader *pixelgl.Shader // cache width, height float64 // Target stuff, Picture, transformation matrix and color pic *Picture mat mgl32.Mat3 col mgl32.Vec4 bnd mgl32.Vec4 // 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() w.end() w.shader, err = pixelgl.NewShader( defaultVertexFormat, defaultUniformFormat, defaultVertexShader, defaultFragmentShader, ) if err != nil { panic(errors.Wrap(err, "NewWindow: failed to create shader")) } }) if err != nil { w.Destroy() return nil, errors.Wrap(err, "creating window failed") } w.initInput() w.SetFullscreen(config.Fullscreen) w.SetPicture(nil) w.SetTransform() w.SetMaskColor(NRGBA{1, 1, 1, 1}) 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) pixelgl.Clear(float32(c.R), float32(c.G), float32(c.B), float32(c.A)) }) } // Update swaps buffers and polls events. func (w *Window) Update() { pixelgl.Do(func() { w.begin() if w.config.VSync { glfw.SwapInterval(1) } w.window.SwapBuffers() w.end() }) w.updateInput() w.width, w.height = w.Size() } // 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() } pixelgl.Viewport(0, 0, int32(w.width), int32(w.height)) } // 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 []float32 } func (wt *windowTriangles) Len() int { return len(wt.data) / wt.vs.Stride() } func (wt *windowTriangles) Draw() { // avoid possible race condition pic := wt.w.pic mat := wt.w.mat col := wt.w.col bnd := wt.w.bnd pixelgl.DoNoBlock(func() { wt.w.begin() wt.w.shader.SetUniformAttr(transformMat3, mat) wt.w.shader.SetUniformAttr(maskColorVec4, col) wt.w.shader.SetUniformAttr(boundsVec4, bnd) if pic != nil { pic.Texture().Begin() } wt.vs.Begin() wt.vs.Draw() wt.vs.End() if pic != nil { pic.Texture().End() } wt.w.end() }) } func (wt *windowTriangles) resize(len int) { if len > wt.Len() { needAppend := len - wt.Len() for i := 0; i < needAppend; i++ { wt.data = append(wt.data, 0, 0, 1, 1, 1, 1, -1, -1, ) } } if len < wt.Len() { wt.data = wt.data[:len] } } func (wt *windowTriangles) updateData(offset int, t Triangles) { if t, ok := t.(TrianglesPosition); ok { for i := offset; i < offset+t.Len(); i++ { px, py := t.Position(i).XY() wt.data[i*wt.vs.Stride()+0] = float32(px) wt.data[i*wt.vs.Stride()+1] = float32(py) } } if t, ok := t.(TrianglesColor); ok { for i := offset; i < offset+t.Len(); i++ { col := t.Color(i) wt.data[i*wt.vs.Stride()+2] = float32(col.R) wt.data[i*wt.vs.Stride()+3] = float32(col.G) wt.data[i*wt.vs.Stride()+4] = float32(col.B) wt.data[i*wt.vs.Stride()+5] = float32(col.A) } } if t, ok := t.(TrianglesTexture); ok { for i := offset; i < offset+t.Len(); i++ { tx, ty := t.Texture(i).XY() wt.data[i*wt.vs.Stride()+6] = float32(tx) wt.data[i*wt.vs.Stride()+7] = float32(ty) } } } func (wt *windowTriangles) submitData() { data := wt.data // avoid race condition pixelgl.DoNoBlock(func() { wt.vs.Begin() dataLen := len(data) / wt.vs.Stride() if dataLen > wt.vs.Len() { wt.vs.Append(make([]float32, (dataLen-wt.vs.Len())*wt.vs.Stride())) } if dataLen < wt.vs.Len() { wt.vs = wt.vs.Slice(0, dataLen) } wt.vs.SetVertexData(wt.data) wt.vs.End() }) } func (wt *windowTriangles) Update(t Triangles) { wt.resize(t.Len()) wt.updateData(0, t) wt.submitData() } func (wt *windowTriangles) Append(t Triangles) { wt.resize(wt.Len() + t.Len()) wt.updateData(wt.Len()-t.Len(), t) wt.submitData() } func (wt *windowTriangles) Copy() Triangles { copyWt := &windowTriangles{ w: wt.w, vs: pixelgl.MakeVertexSlice(wt.w.shader, 0, 0), } copyWt.Update(wt) return copyWt } func (wt *windowTriangles) Position(i int) Vec { px := wt.data[i*wt.vs.Stride()+0] py := wt.data[i*wt.vs.Stride()+1] return V(float64(px), float64(py)) } func (wt *windowTriangles) Color(i int) NRGBA { r := wt.data[i*wt.vs.Stride()+2] g := wt.data[i*wt.vs.Stride()+3] b := wt.data[i*wt.vs.Stride()+4] a := wt.data[i*wt.vs.Stride()+5] return NRGBA{ R: float64(r), G: float64(g), B: float64(b), A: float64(a), } } func (wt *windowTriangles) Texture(i int) Vec { tx := wt.data[i*wt.vs.Stride()+6] ty := wt.data[i*wt.vs.Stride()+7] return V(float64(tx), float64(ty)) } // 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 } // SetPicture sets a Picture that will be used in subsequent drawings onto the window. func (w *Window) SetPicture(p *Picture) { if p != nil { min := pictureBounds(p, V(0, 0)) max := pictureBounds(p, V(1, 1)) w.bnd = mgl32.Vec4{ float32(min.X()), float32(min.Y()), float32(max.X()), float32(max.Y()), } } w.pic = p } // SetTransform sets a global transformation matrix for the Window. // // Transforms are applied right-to-left. func (w *Window) SetTransform(t ...Transform) { w.mat = transformToMat(t...) } // 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) w.col = mgl32.Vec4{r, g, b, a} } const ( positionVec2 int = iota colorVec4 textureVec2 ) var defaultVertexFormat = pixelgl.AttrFormat{ positionVec2: {Name: "position", Type: pixelgl.Vec2}, colorVec4: {Name: "color", Type: pixelgl.Vec4}, textureVec2: {Name: "texture", Type: pixelgl.Vec2}, } const ( maskColorVec4 int = iota transformMat3 boundsVec4 ) var defaultUniformFormat = pixelgl.AttrFormat{ {Name: "maskColor", Type: pixelgl.Vec4}, {Name: "transform", Type: pixelgl.Mat3}, {Name: "bounds", Type: pixelgl.Vec4}, } 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 vec4 bounds; uniform sampler2D tex; void main() { vec2 boundsMin = bounds.xy; vec2 boundsMax = bounds.zw; float tx = boundsMin.x * (1 - Texture.x) + boundsMax.x * Texture.x; float ty = boundsMin.y * (1 - Texture.y) + boundsMax.y * Texture.y; if (Texture == vec2(-1, -1)) { color = maskColor * Color; } else { color = maskColor * Color * texture(tex, vec2(tx, 1 - ty)); } } `