go-opengl-pixel/window.go

116 lines
2.7 KiB
Go

package pixel
import (
"sync"
"github.com/faiface/pixel/pixelgl"
"github.com/go-gl/glfw/v3.2/glfw"
"github.com/pkg/errors"
)
//TODO: better doc
// 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 string
Width float64
Height float64
Resizable bool
Hidden bool
Undecorated bool
Unfocused bool
Maximized bool
VSync bool
MSAASamples int
}
// Window is a window handler. Use this type to manipulate a window (input, drawing, ...).
type Window struct {
window *glfw.Window
config WindowConfig
}
// 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 {
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 err error
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")
}
return w, nil
}
// Clear clears the window with a color.
func (w *Window) Clear(r, g, b, a float64) {
w.Begin()
pixelgl.Clear(r, g, b, a)
w.End()
}
// Update swaps buffers and polls events.
func (w *Window) Update() {
w.Begin()
pixelgl.Do(func() {
if w.config.VSync {
glfw.SwapInterval(1)
}
w.window.SwapBuffers()
glfw.PollEvents()
})
w.End()
}
var (
windowMutex sync.Mutex
currentWindow *Window
)
// Begin makes the context of this window current.
func (w *Window) Begin() {
windowMutex.Lock()
if currentWindow != w {
pixelgl.Do(func() {
w.window.MakeContextCurrent()
pixelgl.Init()
})
currentWindow = w
}
}
// End makes it possible for other windows to make their context current.
func (w *Window) End() {
windowMutex.Unlock()
}