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package pixel

import (
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	"image/color"
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	"github.com/faiface/mainthread"
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	"github.com/faiface/pixel/pixelgl"
	"github.com/go-gl/glfw/v3.2/glfw"
	"github.com/pkg/errors"
)

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// WindowConfig is a 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.
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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 {
	// 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.
	// 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.).
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	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.
	// 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).
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	MSAASamples int
}

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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
	window  *glfw.Window
	config  WindowConfig
	canvas   *Canvas
	canvasVs *pixelgl.VertexSlice
	shader   *pixelgl.Shader
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	// 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
	}
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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.
//
// If window creation fails, an error is returned.
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func NewWindow(config WindowConfig) (*Window, error) {
	bool2int := map[bool]int{
		true:  glfw.True,
		false: glfw.False,
	}

	w := &Window{config: config}

	err := mainthread.CallErr(func() error {
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		err := glfw.Init()
		if err != nil {
			return err
		}
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		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)

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		var share *glfw.Window
		if currentWindow != nil {
			share = currentWindow.window
		}
		w.window, err = glfw.CreateWindow(
			int(config.Width),
			int(config.Height),
			config.Title,
			nil,
			share,
		)
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		if err != nil {
			return err
		}
		// enter the OpenGL context
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		w.end()
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		w.shader, err = pixelgl.NewShader(
			windowVertexFormat,
			windowUniformFormat,
			windowVertexShader,
			windowFragmentShader,

		w.canvasVs = pixelgl.MakeVertexSlice(w.shader, 6, 6)
		w.canvasVs.Begin()
		w.canvasVs.SetVertexData([]float32{
			-1, -1, 0, 0,
			1, -1, 1, 0,
			1, 1, 1, 1,
			-1, -1, 0, 0,
			1, 1, 1, 1,
			-1, 1, 0, 1,
		})
		w.canvasVs.End()

		return nil
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	})
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	if err != nil {
		return nil, errors.Wrap(err, "creating window failed")
	}

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	w.initInput()
	w.SetMonitor(config.Fullscreen)
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	w.canvas = NewCanvas(config.Width, config.Height, false)
	runtime.SetFinalizer(w, (*Window).Destroy)

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	return w, nil
}

// Destroy destroys a window. The window can't be used any further.
func (w *Window) Destroy() {
	mainthread.Call(func() {
		w.window.Destroy()
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// Clear clears the window with a color.
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func (w *Window) Clear(c color.Color) {
	w.canvas.Clear(c)
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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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	w.canvas.SetSize(w.Size())
	mainthread.Call(func() {

		pixelgl.Clear(0, 0, 0, 0)
		w.shader.Begin()
		w.canvas.f.Texture().Begin()
		w.canvasVs.Begin()
		w.canvasVs.Draw()
		w.canvasVs.End()
		w.canvas.f.Texture().End()
		w.shader.End()

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		if w.config.VSync {
			glfw.SwapInterval(1)
		}
		w.window.SwapBuffers()
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		w.end()
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	})

	w.updateInput()
// 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) {
	mainthread.Call(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 mainthread.CallVal(func() interface{} {
		return w.window.ShouldClose()
	}).(bool)
}

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// SetTitle changes the title of a window.
func (w *Window) SetTitle(title string) {
	mainthread.Call(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.
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func (w *Window) SetSize(width, height float64) {
	mainthread.Call(func() {
		w.window.SetSize(int(width), int(height))
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	})
}

// Size returns the size of the client area of a window (the part you can draw on).
func (w *Window) Size() (width, height float64) {
	mainthread.Call(func() {
		wi, hi := w.window.GetSize()
		width = float64(wi)
		height = float64(hi)
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	})
	return width, height
}

// Show makes a window visible if it was hidden.
func (w *Window) Show() {
	mainthread.Call(func() {
		w.window.Show()
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	})
}

// Hide hides a window if it was visible.
func (w *Window) Hide() {
	mainthread.Call(func() {
		w.window.Hide()
// SetMonitor 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) SetMonitor(monitor *Monitor) {
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	if w.Monitor() != monitor {
		if monitor == nil {
			mainthread.Call(func() {
				w.window.SetMonitor(
					nil,
					w.restore.xpos,
					w.restore.ypos,
					w.restore.width,
					w.restore.height,
					0,
				)
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			})
		} else {
			mainthread.Call(func() {
				w.restore.xpos, w.restore.ypos = w.window.GetPos()
				w.restore.width, w.restore.height = w.window.GetSize()

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				mode := monitor.monitor.GetVideoMode()

				w.window.SetMonitor(
					monitor.monitor,
					0,
					0,
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					mode.Width,
					mode.Height,
					mode.RefreshRate,
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			})
		}
	}
}

// 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.
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func (w *Window) Monitor() *Monitor {
	monitor := mainthread.CallVal(func() interface{} {
		return w.window.GetMonitor()
	}).(*glfw.Monitor)
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	if monitor == nil {
		return nil
	}
	return &Monitor{
		monitor: monitor,
	}
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}

// Focus brings a window to the front and sets input focus.
func (w *Window) Focus() {
	mainthread.Call(func() {
		w.window.Focus()
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}

// Focused returns true if a window has input focus.
func (w *Window) Focused() bool {
	return mainthread.CallVal(func() interface{} {
		return w.window.GetAttrib(glfw.Focused) == glfw.True
	}).(bool)
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}

// Maximize puts a windowed window to a maximized state.
func (w *Window) Maximize() {
	mainthread.Call(func() {
		w.window.Maximize()
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	})
}

// Restore restores a windowed window from a maximized state.
func (w *Window) Restore() {
	mainthread.Call(func() {
		w.window.Restore()
// Note: must be called inside the main thread.
func (w *Window) begin() {
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	if currentWindow != w {
		w.window.MakeContextCurrent()
		pixelgl.Init()
		currentWindow = w
	}
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// Note: must be called inside the main thread.
func (w *Window) end() {
	// nothing really
}

// MakeTriangles generates a specialized copy of the supplied triangles that will draw onto this
// Window.
//
// Window supports TrianglesPosition, TrianglesColor and TrianglesTexture.
func (w *Window) MakeTriangles(t Triangles) Triangles {
	return w.canvas.MakeTriangles(t)
// SetPicture sets a Picture that will be used in subsequent drawings onto the window.
func (w *Window) SetPicture(p *Picture) {
	w.canvas.SetPicture(p)
// SetTransform sets a global transformation matrix for the Window.
//
// Transforms are applied right-to-left.
func (w *Window) SetTransform(t ...Transform) {
	w.canvas.SetTransform(t...)
}

// SetMaskColor sets a global mask color for the Window.
func (w *Window) SetMaskColor(c color.Color) {
	w.canvas.SetMaskColor(c)
	windowPositionVec2 = iota
	windowTextureVec2
var windowVertexFormat = pixelgl.AttrFormat{
	windowPositionVec2: {Name: "position", Type: pixelgl.Vec2},
	windowTextureVec2:  {Name: "texture", Type: pixelgl.Vec2},
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}
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var windowUniformFormat = pixelgl.AttrFormat{}
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var windowVertexShader = `
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#version 330 core

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in vec2 position;
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void main() {
	gl_Position = vec4(position, 0.0, 1.0);
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}
`

var windowFragmentShader = `
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#version 330 core

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out vec4 color;

uniform sampler2D tex;

void main() {
	color = texture(tex, Texture);
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}
`