522 lines
12 KiB
Go
522 lines
12 KiB
Go
package pixel
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import (
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"image/color"
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"runtime"
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"github.com/faiface/mainthread"
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"github.com/faiface/pixel/pixelgl"
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"github.com/go-gl/glfw/v3.2/glfw"
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"github.com/go-gl/mathgl/mgl32"
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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 width and the height of a window.
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type WindowConfig struct {
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// Title at the top of a window.
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Title string
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// Width of a window in pixels.
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Width float64
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// Height of a window in pixels.
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Height float64
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// If set to nil, a 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 a 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, a window will not get focused upon showing up.
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Unfocused bool
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// Whether a window is maximized.
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Maximized bool
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// VSync (vertical synchronization) synchronizes window's framerate with the framerate
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// of the monitor.
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VSync bool
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// Number of samples for multi-sample anti-aliasing (edge-smoothing). Usual values
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// are 0, 2, 4, 8 (powers of 2 and not much more than this).
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MSAASamples int
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}
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// Window is a window handler. Use this type to manipulate a window (input, drawing, ...).
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type Window struct {
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enabled bool
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window *glfw.Window
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config WindowConfig
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shader *pixelgl.Shader
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// cache
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width, height float64
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// Target stuff, Picture, transformation matrix and color
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pic *Picture
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mat mgl32.Mat3
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col mgl32.Vec4
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bnd mgl32.Vec4
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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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buttons [KeyLast + 1]bool
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scroll Vec
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}
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//DEBUG
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Frame *pixelgl.Frame
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}
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var currentWindow *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.
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func NewWindow(config 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{config: config}
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err := mainthread.CallErr(func() error {
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err := glfw.Init()
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if err != nil {
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return err
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}
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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[config.Resizable])
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glfw.WindowHint(glfw.Visible, bool2int[!config.Hidden])
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glfw.WindowHint(glfw.Decorated, bool2int[!config.Undecorated])
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glfw.WindowHint(glfw.Focused, bool2int[!config.Unfocused])
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glfw.WindowHint(glfw.Maximized, bool2int[config.Maximized])
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glfw.WindowHint(glfw.Samples, config.MSAASamples)
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var share *glfw.Window
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if currentWindow != nil {
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share = currentWindow.window
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}
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w.window, err = glfw.CreateWindow(int(config.Width), int(config.Height), config.Title, nil, share)
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if err != nil {
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return err
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}
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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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mainthread.Call(func() {
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w.begin()
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w.end()
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w.shader, err = pixelgl.NewShader(
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defaultVertexFormat,
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defaultUniformFormat,
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defaultVertexShader,
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defaultFragmentShader,
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)
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if err != nil {
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panic(errors.Wrap(err, "NewWindow: failed to create shader"))
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}
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})
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if err != nil {
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w.Destroy()
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return nil, errors.Wrap(err, "creating window failed")
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}
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w.initInput()
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w.SetFullscreen(config.Fullscreen)
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w.SetPicture(nil)
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w.SetTransform()
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w.SetMaskColor(NRGBA{1, 1, 1, 1})
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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 a 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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// Clear clears the window with a color.
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func (w *Window) Clear(c color.Color) {
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mainthread.CallNonBlock(func() {
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w.begin()
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c := NRGBAModel.Convert(c).(NRGBA)
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pixelgl.Clear(float32(c.R), float32(c.G), float32(c.B), float32(c.A))
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w.end()
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})
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}
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// Update swaps buffers and polls events.
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func (w *Window) Update() {
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mainthread.Call(func() {
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w.begin()
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if w.config.VSync {
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glfw.SwapInterval(1)
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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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w.width, w.height = w.Size()
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}
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// SetClosed sets the closed flag of a window.
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//
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// This is usefull when overriding the user's attempt to close a window, or just to close a
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// window from within a 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 a 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 a window.
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func (w *Window) Closed() bool {
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return mainthread.CallVal(func() interface{} {
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return w.window.ShouldClose()
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}).(bool)
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}
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// SetTitle changes the title of a 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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// SetSize resizes a window to the specified size in pixels. In case of a fullscreen window,
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// it changes the resolution of that window.
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func (w *Window) SetSize(width, height float64) {
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mainthread.Call(func() {
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w.window.SetSize(int(width), int(height))
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})
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}
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// Size returns the size of the client area of a window (the part you can draw on).
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func (w *Window) Size() (width, height float64) {
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mainthread.Call(func() {
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wi, hi := w.window.GetSize()
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width = float64(wi)
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height = float64(hi)
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})
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return width, height
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}
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// Show makes a 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 a 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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// SetFullscreen sets a window fullscreen on a given monitor. If the monitor is nil, the window
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// will be resored to windowed instead.
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//
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// Note, that there is nothing about the resolution of the fullscreen window. The window is
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// automatically set to the monitor's resolution. If you want a different resolution, you need
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// to set it manually with SetSize method.
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func (w *Window) SetFullscreen(monitor *Monitor) {
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if w.Monitor() != monitor {
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if monitor == nil {
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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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} else {
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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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width, height := monitor.Size()
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refreshRate := monitor.RefreshRate()
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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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int(width),
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int(height),
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int(refreshRate),
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)
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})
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}
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}
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}
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// IsFullscreen returns true if the window is in the 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 a fullscreen window is 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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monitor := mainthread.CallVal(func() interface{} {
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return w.window.GetMonitor()
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}).(*glfw.Monitor)
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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 a 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 a window has input focus.
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func (w *Window) Focused() bool {
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return mainthread.CallVal(func() interface{} {
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return w.window.GetAttrib(glfw.Focused) == glfw.True
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}).(bool)
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}
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// Maximize puts a windowed window to a 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 a windowed window from a 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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// Note: must be called inside the main thread.
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func (w *Window) begin() {
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if currentWindow != w {
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w.window.MakeContextCurrent()
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pixelgl.Init()
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currentWindow = w
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}
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if w.shader != nil {
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w.shader.Begin()
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}
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if w.Frame != nil {
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w.Frame.Begin()
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pixelgl.Viewport(0, 0, int32(w.Frame.Width()), int32(w.Frame.Height()))
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} else {
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pixelgl.Viewport(0, 0, int32(w.width), int32(w.height))
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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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if w.Frame != nil {
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w.Frame.End()
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}
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if w.shader != nil {
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w.shader.End()
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}
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}
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type trianglesPositionColorTexture interface {
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Triangles
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Position(i int) Vec
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Color(i int) NRGBA
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Texture(i int) Vec
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}
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type windowTriangles struct {
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w *Window
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trianglesPositionColorTexture
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}
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func (wt *windowTriangles) Draw() {
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// avoid possible race condition
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pic := wt.w.pic
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mat := wt.w.mat
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col := wt.w.col
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bnd := wt.w.bnd
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mainthread.CallNonBlock(func() {
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wt.w.begin()
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wt.w.shader.SetUniformAttr(transformMat3, mat)
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wt.w.shader.SetUniformAttr(maskColorVec4, col)
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wt.w.shader.SetUniformAttr(boundsVec4, bnd)
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if pic != nil {
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pic.Texture().Begin()
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}
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wt.trianglesPositionColorTexture.Draw()
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if pic != nil {
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pic.Texture().End()
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}
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wt.w.end()
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})
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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 TrianglesTexture.
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func (w *Window) MakeTriangles(t Triangles) Triangles {
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tpcs := NewGLTriangles(w.shader, t).(trianglesPositionColorTexture)
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wt := &windowTriangles{
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w: w,
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trianglesPositionColorTexture: tpcs,
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}
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return wt
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}
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// SetPicture sets a Picture that will be used in subsequent drawings onto the window.
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func (w *Window) SetPicture(p *Picture) {
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if p != nil {
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min := pictureBounds(p, V(0, 0))
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max := pictureBounds(p, V(1, 1))
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w.bnd = mgl32.Vec4{
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float32(min.X()), float32(min.Y()),
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float32(max.X()), float32(max.Y()),
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}
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}
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w.pic = p
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}
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// SetTransform sets a global transformation matrix for the Window.
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//
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// Transforms are applied right-to-left.
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func (w *Window) SetTransform(t ...Transform) {
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w.mat = transformToMat(t...)
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}
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// SetMaskColor sets a global mask color for the Window.
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func (w *Window) SetMaskColor(c color.Color) {
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if c == nil {
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c = NRGBA{1, 1, 1, 1}
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}
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nrgba := NRGBAModel.Convert(c).(NRGBA)
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r := float32(nrgba.R)
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g := float32(nrgba.G)
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b := float32(nrgba.B)
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a := float32(nrgba.A)
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w.col = mgl32.Vec4{r, g, b, a}
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}
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const (
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positionVec2 int = iota
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colorVec4
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textureVec2
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)
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var defaultVertexFormat = pixelgl.AttrFormat{
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positionVec2: {Name: "position", Type: pixelgl.Vec2},
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colorVec4: {Name: "color", Type: pixelgl.Vec4},
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textureVec2: {Name: "texture", Type: pixelgl.Vec2},
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}
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const (
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maskColorVec4 int = iota
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transformMat3
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boundsVec4
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)
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var defaultUniformFormat = pixelgl.AttrFormat{
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{Name: "maskColor", Type: pixelgl.Vec4},
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{Name: "transform", Type: pixelgl.Mat3},
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{Name: "bounds", Type: pixelgl.Vec4},
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}
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var defaultVertexShader = `
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#version 330 core
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in vec2 position;
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in vec4 color;
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in vec2 texture;
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out vec4 Color;
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out vec2 Texture;
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uniform mat3 transform;
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void main() {
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gl_Position = vec4((transform * vec3(position.x, position.y, 1.0)).xy, 0.0, 1.0);
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Color = color;
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Texture = texture;
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}
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`
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var defaultFragmentShader = `
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#version 330 core
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in vec4 Color;
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in vec2 Texture;
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out vec4 color;
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uniform vec4 maskColor;
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uniform vec4 bounds;
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uniform sampler2D tex;
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void main() {
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vec2 boundsMin = bounds.xy;
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vec2 boundsMax = bounds.zw;
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if (Texture == vec2(-1, -1)) {
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color = maskColor * Color;
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} else {
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float tx = boundsMin.x * (1 - Texture.x) + boundsMax.x * Texture.x;
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float ty = boundsMin.y * (1 - Texture.y) + boundsMax.y * Texture.y;
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color = maskColor * Color * texture(tex, vec2(tx, 1 - ty));
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}
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}
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`
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