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"github.com/faiface/pixel/pixelgl"
"github.com/go-gl/glfw/v3.2/glfw"
"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.
// 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.).
// 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).
// 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
monitor *glfw.Monitor
)
if config.Fullscreen != nil {
monitor = config.Fullscreen.monitor
}
w.window, err = glfw.CreateWindow(int(config.Width), int(config.Height), config.Title, monitor, nil)
return nil
})
if err != nil {
return nil, errors.Wrap(err, "creating window failed")
}
return w, nil
}
// Delete destroys a window. The window can't be used any further.
func (w *Window) Delete() {
w.Begin()
pixelgl.Do(func() {
w.window.Destroy()
})
w.End()
}
pixelgl.Do(func() {
if w.config.VSync {
glfw.SwapInterval(1)
}
w.window.SwapBuffers()
glfw.PollEvents()
})
// Focus brings a window to the front and sets input focus.
func (w *Window) Focus() {
w.Begin()
pixelgl.Do(func() {
w.window.Focus()
})
w.End()
}
var currentWindow struct {
sync.Mutex
handler *Window
}
//
// Note that you only need to use this function if you're designing a low-level technical plugin (such as an effect).
currentWindow.Lock()
if currentWindow.handler != w {
// End makes it possible for other windows to make their context current.
//
// Note that you only need to use this function if you're designing a low-level technical plugin (such as an effect).