package pixel import ( "image/color" "sync" "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 defaultShader *pixelgl.Shader // need to save these to correctly restore a fullscreen window restore struct { xpos, ypos, width, height int } } // 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) w.window, err = glfw.CreateWindow(int(config.Width), int(config.Height), config.Title, nil, nil) if err != nil { return err } return nil }) if err != nil { return nil, errors.Wrap(err, "creating window failed") } w.SetFullscreen(config.Fullscreen) w.Do(func(pixelgl.Context) { w.defaultShader, err = pixelgl.NewShader( pixelgl.NoOpDoer, defaultVertexFormat, defaultUniformFormat, defaultVertexShader, defaultFragmentShader, ) // default uniforms w.defaultShader.SetUniformAttr(maskColorVec4, mgl32.Vec4{1, 1, 1, 1}) w.defaultShader.SetUniformAttr(transformMat3, mgl32.Ident3()) }) if err != nil { w.Destroy() return nil, errors.Wrap(err, "creating window failed") } 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) { w.Do(func(pixelgl.Context) { pixelgl.DoNoBlock(func() { gl.ClearColor(colorToRGBA(c)) gl.Clear(gl.COLOR_BUFFER_BIT) }) }) } // Update swaps buffers and polls events. func (w *Window) Update() { w.Do(func(pixelgl.Context) { pixelgl.Do(func() { if w.config.VSync { glfw.SwapInterval(1) } w.window.SwapBuffers() glfw.PollEvents() w, h := w.window.GetSize() gl.Viewport(0, 0, int32(w), int32(h)) }) }) } // DefaultShader returns the default shader used by a window. func (w *Window) DefaultShader() *pixelgl.Shader { return w.defaultShader } // 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 { focused := pixelgl.DoVal(func() interface{} { return w.window.GetAttrib(glfw.Focused) == glfw.True }).(bool) return focused } // 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() }) } var currentWindow struct { sync.Mutex handler *Window } // Do makes the context of this window current, if it's not already, and executes sub. func (w *Window) Do(sub func(pixelgl.Context)) { if !w.enabled { currentWindow.Lock() defer currentWindow.Unlock() if currentWindow.handler != w { pixelgl.Do(func() { w.window.MakeContextCurrent() pixelgl.Init() }) currentWindow.handler = w } } w.enabled = true if w.defaultShader != nil { w.defaultShader.Do(sub) } else { sub(pixelgl.Context{}) } w.enabled = false } var defaultVertexFormat = pixelgl.AttrFormat{ "position": pixelgl.Vec2, "color": pixelgl.Vec4, "texCoord": 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 texCoord; out vec4 Color; out vec2 TexCoord; uniform mat3 transform; void main() { gl_Position = vec4((transform * vec3(position.x, position.y, 1.0)).xy, 0.0, 1.0); Color = color; TexCoord = texCoord; } ` var defaultFragmentShader = ` #version 330 core in vec4 Color; in vec2 TexCoord; out vec4 color; uniform vec4 maskColor; uniform sampler2D tex; void main() { if (TexCoord == vec2(-1, -1)) { color = maskColor * Color; } else { color = maskColor * Color * texture(tex, vec2(TexCoord.x, 1 - TexCoord.y)); } } ` var ( positionVec2 = pixelgl.Attr{ Name: "position", Type: pixelgl.Vec2, } colorVec4 = pixelgl.Attr{ Name: "color", Type: pixelgl.Vec4, } texCoordVec2 = pixelgl.Attr{ Name: "texCoord", Type: pixelgl.Vec2, } maskColorVec4 = pixelgl.Attr{ Name: "maskColor", Type: pixelgl.Vec4, } transformMat3 = pixelgl.Attr{ Name: "transform", Type: pixelgl.Mat3, } )