405 lines
9.5 KiB
Go
405 lines
9.5 KiB
Go
package pixelgl
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import (
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"image/color"
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"runtime"
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"github.com/faiface/glhf"
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"github.com/faiface/mainthread"
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"github.com/faiface/pixel"
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"github.com/go-gl/glfw/v3.2/glfw"
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"github.com/pkg/errors"
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)
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// WindowConfig is a structure for specifying all possible properties of a Window. Properties are
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// chosen in such a way, that you usually only need to set a few of them - defaults (zeros) should
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// usually be sensible.
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//
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// Note that you always need to set the Bounds of a Window.
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type WindowConfig struct {
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// Title at the top of the Window.
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Title string
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// Bounds specify the bounds of the Window in pixels.
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Bounds pixel.Rect
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// If set to nil, the Window will be windowed. Otherwise it will be fullscreen on the
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// specified Monitor.
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Fullscreen *Monitor
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// Whether the Window is resizable.
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Resizable bool
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// If set to true, the Window will be initially invisible.
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Hidden bool
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// Undecorated Window ommits the borders and decorations (close button, etc.).
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Undecorated bool
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// If set to true, the Window will not get focused upon showing up.
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Unfocused bool
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// Whether the Window is maximized.
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Maximized bool
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// VSync (vertical synchronization) synchronizes Window's framerate with the framerate of
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// the monitor.
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VSync bool
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}
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// Window is a window handler. Use this type to manipulate a window (input, drawing, etc.).
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type Window struct {
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window *glfw.Window
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bounds pixel.Rect
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canvas *Canvas
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vsync bool
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// need to save these to correctly restore a fullscreen window
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restore struct {
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xpos, ypos, width, height int
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}
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prevInp, tempInp, currInp struct {
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mouse pixel.Vec
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buttons [KeyLast + 1]bool
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scroll pixel.Vec
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}
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}
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var currWin *Window
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// NewWindow creates a new Window with it's properties specified in the provided config.
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//
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// If Window creation fails, an error is returned (e.g. due to unavailable graphics device).
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func NewWindow(cfg WindowConfig) (*Window, error) {
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bool2int := map[bool]int{
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true: glfw.True,
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false: glfw.False,
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}
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w := &Window{bounds: cfg.Bounds}
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err := mainthread.CallErr(func() error {
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var err error
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glfw.WindowHint(glfw.ContextVersionMajor, 3)
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glfw.WindowHint(glfw.ContextVersionMinor, 3)
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glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
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glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)
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glfw.WindowHint(glfw.Resizable, bool2int[cfg.Resizable])
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glfw.WindowHint(glfw.Visible, bool2int[!cfg.Hidden])
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glfw.WindowHint(glfw.Decorated, bool2int[!cfg.Undecorated])
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glfw.WindowHint(glfw.Focused, bool2int[!cfg.Unfocused])
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glfw.WindowHint(glfw.Maximized, bool2int[cfg.Maximized])
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var share *glfw.Window
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if currWin != nil {
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share = currWin.window
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}
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_, _, width, height := intBounds(cfg.Bounds)
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w.window, err = glfw.CreateWindow(
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width,
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height,
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cfg.Title,
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nil,
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share,
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)
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if err != nil {
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return err
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}
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// enter the OpenGL context
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w.begin()
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w.end()
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return nil
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})
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if err != nil {
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return nil, errors.Wrap(err, "creating window failed")
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}
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w.SetVSync(cfg.VSync)
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w.initInput()
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w.SetMonitor(cfg.Fullscreen)
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w.canvas = NewCanvas(cfg.Bounds, false)
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w.Update()
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runtime.SetFinalizer(w, (*Window).Destroy)
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return w, nil
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}
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// Destroy destroys the Window. The Window can't be used any further.
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func (w *Window) Destroy() {
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mainthread.Call(func() {
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w.window.Destroy()
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})
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}
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// Update swaps buffers and polls events. Call this method at the end of each frame.
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func (w *Window) Update() {
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mainthread.Call(func() {
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_, _, oldW, oldH := intBounds(w.bounds)
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newW, newH := w.window.GetSize()
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w.bounds = w.bounds.ResizedMin(w.bounds.Size() + pixel.V(
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float64(newW-oldW),
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float64(newH-oldH),
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))
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})
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w.canvas.SetBounds(w.bounds)
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mainthread.Call(func() {
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w.begin()
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glhf.Bounds(0, 0, w.canvas.Texture().Width(), w.canvas.Texture().Height())
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glhf.Clear(0, 0, 0, 0)
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w.canvas.gf.Frame().Begin()
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w.canvas.gf.Frame().Blit(
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nil,
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0, 0, w.canvas.Texture().Width(), w.canvas.Texture().Height(),
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0, 0, w.canvas.Texture().Width(), w.canvas.Texture().Height(),
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)
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w.canvas.gf.Frame().End()
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if w.vsync {
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glfw.SwapInterval(1)
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} else {
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glfw.SwapInterval(0)
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}
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w.window.SwapBuffers()
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w.end()
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})
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w.updateInput()
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}
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// SetClosed sets the closed flag of the Window.
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//
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// This is useful when overriding the user's attempt to close the Window, or just to close the
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// Window from within the program.
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func (w *Window) SetClosed(closed bool) {
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mainthread.Call(func() {
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w.window.SetShouldClose(closed)
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})
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}
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// Closed returns the closed flag of the Window, which reports whether the Window should be closed.
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//
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// The closed flag is automatically set when a user attempts to close the Window.
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func (w *Window) Closed() bool {
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var closed bool
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mainthread.Call(func() {
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closed = w.window.ShouldClose()
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})
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return closed
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}
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// SetTitle changes the title of the Window.
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func (w *Window) SetTitle(title string) {
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mainthread.Call(func() {
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w.window.SetTitle(title)
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})
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}
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// SetBounds sets the bounds of the Window in pixels. Bounds can be fractional, but the actual size
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// of the window will be rounded to integers.
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func (w *Window) SetBounds(bounds pixel.Rect) {
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w.bounds = bounds
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mainthread.Call(func() {
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_, _, width, height := intBounds(bounds)
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w.window.SetSize(width, height)
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})
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}
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// Bounds returns the current bounds of the Window.
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func (w *Window) Bounds() pixel.Rect {
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return w.bounds
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}
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// Show makes the Window visible if it was hidden.
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func (w *Window) Show() {
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mainthread.Call(func() {
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w.window.Show()
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})
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}
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// Hide hides the Window if it was visible.
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func (w *Window) Hide() {
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mainthread.Call(func() {
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w.window.Hide()
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})
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}
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func (w *Window) setFullscreen(monitor *Monitor) {
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mainthread.Call(func() {
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w.restore.xpos, w.restore.ypos = w.window.GetPos()
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w.restore.width, w.restore.height = w.window.GetSize()
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mode := monitor.monitor.GetVideoMode()
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w.window.SetMonitor(
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monitor.monitor,
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0,
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0,
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mode.Width,
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mode.Height,
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mode.RefreshRate,
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)
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})
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}
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func (w *Window) setWindowed() {
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mainthread.Call(func() {
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w.window.SetMonitor(
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nil,
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w.restore.xpos,
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w.restore.ypos,
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w.restore.width,
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w.restore.height,
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0,
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)
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})
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}
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// SetMonitor sets the Window fullscreen on the given Monitor. If the Monitor is nil, the Window
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// will be restored to windowed state instead.
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//
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// The Window will be automatically set to the Monitor's resolution. If you want a different
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// resolution, you will need to set it manually with SetBounds method.
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func (w *Window) SetMonitor(monitor *Monitor) {
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if w.Monitor() != monitor {
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if monitor != nil {
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w.setFullscreen(monitor)
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} else {
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w.setWindowed()
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}
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}
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}
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// IsFullscreen returns true if the Window is in fullscreen mode.
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func (w *Window) IsFullscreen() bool {
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return w.Monitor() != nil
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}
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// Monitor returns a monitor the Window is fullscreen on. If the Window is not fullscreen, this
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// function returns nil.
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func (w *Window) Monitor() *Monitor {
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var monitor *glfw.Monitor
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mainthread.Call(func() {
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monitor = w.window.GetMonitor()
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})
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if monitor == nil {
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return nil
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}
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return &Monitor{
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monitor: monitor,
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}
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}
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// Focus brings the Window to the front and sets input focus.
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func (w *Window) Focus() {
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mainthread.Call(func() {
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w.window.Focus()
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})
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}
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// Focused returns true if the Window has input focus.
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func (w *Window) Focused() bool {
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var focused bool
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mainthread.Call(func() {
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focused = w.window.GetAttrib(glfw.Focused) == glfw.True
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})
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return focused
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}
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// Maximize puts the Window to the maximized state.
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func (w *Window) Maximize() {
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mainthread.Call(func() {
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w.window.Maximize()
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})
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}
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// Restore restores the Window from the maximized state.
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func (w *Window) Restore() {
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mainthread.Call(func() {
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w.window.Restore()
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})
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}
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// SetVSync sets whether the Window's Update should synchronize with the monitor refresh rate.
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func (w *Window) SetVSync(vsync bool) {
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w.vsync = vsync
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}
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// VSync returns whether the Window is set to synchronize with the monitor refresh rate.
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func (w *Window) VSync() bool {
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return w.vsync
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}
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// Note: must be called inside the main thread.
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func (w *Window) begin() {
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if currWin != w {
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w.window.MakeContextCurrent()
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glhf.Init()
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currWin = w
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}
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}
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// Note: must be called inside the main thread.
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func (w *Window) end() {
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// nothing, really
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}
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// MakeTriangles generates a specialized copy of the supplied Triangles that will draw onto this
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// Window.
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//
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// Window supports TrianglesPosition, TrianglesColor and TrianglesPicture.
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func (w *Window) MakeTriangles(t pixel.Triangles) pixel.TargetTriangles {
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return w.canvas.MakeTriangles(t)
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}
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// MakePicture generates a specialized copy of the supplied Picture that will draw onto this Window.
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//
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// Window supports PictureColor.
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func (w *Window) MakePicture(p pixel.Picture) pixel.TargetPicture {
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return w.canvas.MakePicture(p)
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}
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// SetMatrix sets a Matrix that every point will be projected by.
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func (w *Window) SetMatrix(m pixel.Matrix) {
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w.canvas.SetMatrix(m)
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}
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// SetColorMask sets a global color mask for the Window.
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func (w *Window) SetColorMask(c color.Color) {
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w.canvas.SetColorMask(c)
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}
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// SetSmooth sets whether the stretched Pictures drawn onto this Window should be drawn smooth or
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// pixely.
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func (w *Window) SetSmooth(smooth bool) {
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w.canvas.SetSmooth(smooth)
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}
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// Smooth returns whether the stretched Pictures drawn onto this Window are set to be drawn smooth
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// or pixely.
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func (w *Window) Smooth() bool {
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return w.canvas.Smooth()
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}
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// Clear clears the Window with a single color.
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func (w *Window) Clear(c color.Color) {
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w.canvas.Clear(c)
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}
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// Color returns the color of the pixel over the given position inside the Window.
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func (w *Window) Color(at pixel.Vec) pixel.RGBA {
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return w.canvas.Color(at)
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}
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