go-opengl-pixel/window.go

431 lines
9.7 KiB
Go

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
}
prevInp, tempInp, currInp struct {
buttons [KeyLast + 1]bool
scroll Vec
}
}
// 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.initInput()
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() {
c := NRGBAModel.Convert(c).(NRGBA)
gl.ClearColor(float32(c.R), float32(c.G), float32(c.B), float32(c.A))
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()
})
w.updateInput()
pixelgl.Do(func() {
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
}
// 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()
})
}
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,
}
)