state control through scenes
This commit is contained in:
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60e8f19535
commit
557608155d
@ -1,57 +1,25 @@
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package platform
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import (
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"errors"
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"runtime"
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"github.com/FooSoft/lazarus/math"
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"github.com/go-gl/gl/v2.1/gl"
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"github.com/veandco/go-sdl2/sdl"
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)
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var (
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ErrAlreadyInit = errors.New("platform is already initialized")
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ErrWasNotInit = errors.New("platform was not initialized")
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)
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var singleton struct {
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isInit bool
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windows []*Window
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sdlIsInit bool
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windows []*Window
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}
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type Handle uintptr
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type Scene interface {
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Init(window *Window) error
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Advance(window *Window) error
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Shutdown(window *Window) error
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}
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func Init() error {
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if singleton.isInit {
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return ErrAlreadyInit
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}
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runtime.LockOSThread()
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if err := sdl.Init(sdl.INIT_VIDEO); err != nil {
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return err
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}
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if err := gl.Init(); err != nil {
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return err
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}
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singleton.isInit = true
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return nil
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}
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func Advance() (bool, error) {
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if !singleton.isInit {
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return false, ErrWasNotInit
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if err := advanceWindows(); err != nil {
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return false, err
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}
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advanceWindows()
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for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
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switch event.(type) {
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case *sdl.QuitEvent:
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@ -63,32 +31,25 @@ func Advance() (bool, error) {
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}
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}
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return true, nil
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return len(singleton.windows) > 0, nil
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}
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func Shutdown() error {
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if !singleton.isInit {
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return ErrWasNotInit
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}
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func NewWindow(title string, size math.Vec2i, scene Scene) (*Window, error) {
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if !singleton.sdlIsInit {
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runtime.LockOSThread()
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for _, w := range singleton.windows {
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if err := w.Destroy(); err != nil {
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return err
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if err := sdl.Init(sdl.INIT_VIDEO); err != nil {
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return nil, err
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}
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if err := gl.Init(); err != nil {
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return nil, err
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}
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singleton.sdlIsInit = true
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}
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singleton.windows = nil
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singleton.isInit = false
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return nil
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}
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func CreateWindow(title string, width, height int, scene Scene) (*Window, error) {
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if !singleton.isInit {
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return nil, ErrWasNotInit
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}
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w, err := newWindow(title, width, height, scene)
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w, err := newWindow(title, size, scene)
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if err != nil {
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return nil, err
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}
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@ -112,10 +73,23 @@ func removeWindow(window *Window) bool {
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return false
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}
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func advanceWindows() {
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func advanceWindows() error {
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var windowsToRemove []*Window
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for _, window := range singleton.windows {
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window.advance()
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run, err := window.advance()
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if err != nil {
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return err
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}
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if !run {
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windowsToRemove = append(windowsToRemove, window)
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}
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}
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for _, window := range windowsToRemove {
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removeWindow(window)
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}
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return nil
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}
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func processWindowEvents(event sdl.Event) error {
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15
platform/scene.go
Normal file
15
platform/scene.go
Normal file
@ -0,0 +1,15 @@
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package platform
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type Scene interface{}
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type SceneCreator interface {
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Create(window *Window) error
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}
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type SceneAdvancer interface {
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Advance(window *Window) error
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}
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type SceneDestroyer interface {
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Destroy(window *Window) error
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}
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@ -14,7 +14,7 @@ type Window struct {
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scene Scene
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}
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func newWindow(title string, width, height int, scene Scene) (*Window, error) {
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func newWindow(title string, size math.Vec2i, scene Scene) (*Window, error) {
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sdl.GLSetAttribute(sdl.GL_CONTEXT_MAJOR_VERSION, 2)
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sdl.GLSetAttribute(sdl.GL_CONTEXT_MINOR_VERSION, 1)
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sdl.GLSetAttribute(sdl.GL_DOUBLEBUFFER, 1)
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@ -23,8 +23,8 @@ func newWindow(title string, width, height int, scene Scene) (*Window, error) {
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title,
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sdl.WINDOWPOS_CENTERED,
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sdl.WINDOWPOS_CENTERED,
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int32(width),
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int32(height),
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int32(size.X),
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int32(size.Y),
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sdl.WINDOW_OPENGL,
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)
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if err != nil {
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@ -40,16 +40,17 @@ func newWindow(title string, width, height int, scene Scene) (*Window, error) {
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w := &Window{
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sdlWindow: sdlWindow,
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sdlGlContext: sdlGlContext,
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scene: scene,
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}
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w.makeCurrent()
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w.imguiContext, err = imgui_backend.New(w.DisplaySize(), w.BufferSize())
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if err != nil {
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w.Destroy()
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return nil, err
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}
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if err := scene.Init(w); err != nil {
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if err := w.SetScene(scene); err != nil {
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w.Destroy()
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return nil, err
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}
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@ -57,15 +58,43 @@ func newWindow(title string, width, height int, scene Scene) (*Window, error) {
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return w, nil
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}
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func (w *Window) SetScene(scene Scene) error {
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if w.scene == scene {
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return nil
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}
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if sceneDestroyer, ok := w.scene.(SceneDestroyer); ok {
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if err := sceneDestroyer.Destroy(w); err != nil {
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return err
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}
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}
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w.scene = scene
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if sceneCreator, ok := scene.(SceneCreator); ok {
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if err := sceneCreator.Create(w); err != nil {
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return err
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}
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}
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return nil
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}
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func (w *Window) Destroy() error {
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if w == nil || w.sdlWindow == nil {
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return nil
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}
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if err := w.scene.Shutdown(w); err != nil {
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w.makeCurrent()
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if err := w.SetScene(nil); err != nil {
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return err
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}
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w.scene = nil
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if err := w.imguiContext.Destroy(); err != nil {
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return err
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}
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w.imguiContext = nil
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sdl.GLDeleteContext(w.sdlGlContext)
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w.sdlGlContext = nil
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@ -115,8 +144,8 @@ func (w *Window) BufferSize() math.Vec2i {
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return math.Vec2i{X: int(width), Y: int(height)}
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}
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func (w *Window) advance() {
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w.sdlWindow.GLMakeCurrent(w.sdlGlContext)
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func (w *Window) advance() (bool, error) {
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w.makeCurrent()
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displaySize := w.DisplaySize()
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w.imguiContext.SetDisplaySize(displaySize)
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@ -133,12 +162,23 @@ func (w *Window) advance() {
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gl.MatrixMode(gl.MODELVIEW)
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gl.LoadIdentity()
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w.scene.Advance(w)
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if sceneAdvancer, ok := w.scene.(SceneAdvancer); ok {
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if err := sceneAdvancer.Advance(w); err != nil {
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return false, err
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}
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}
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w.imguiContext.EndFrame()
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w.sdlWindow.GLSwap()
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return w.scene != nil, nil
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}
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func (w *Window) processEvent(event sdl.Event) (bool, error) {
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return w.imguiContext.ProcessEvent(event)
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}
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func (w *Window) makeCurrent() {
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w.sdlWindow.GLMakeCurrent(w.sdlGlContext)
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}
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@ -41,15 +41,7 @@ type scene struct {
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frameIndex int32
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}
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func (s *scene) Init(window *platform.Window) error {
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return nil
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}
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func (s *scene) Shutdown(window *platform.Window) error {
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if s.texture == nil {
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return nil
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}
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func (s *scene) Destroy(window *platform.Window) error {
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return s.texture.Destroy()
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}
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@ -77,6 +69,10 @@ func (s *scene) Advance(window *platform.Window) error {
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imgui.Text(fmt.Sprintf("Size: %+v", frame.Size))
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imgui.Text(fmt.Sprintf("Offset: %+v", frame.Offset))
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if imgui.Button("Exit") {
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window.SetScene(nil)
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}
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if directionIndex != s.directionIndex || frameIndex != s.frameIndex {
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s.directionIndex = directionIndex
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s.frameIndex = frameIndex
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@ -146,11 +142,8 @@ func main() {
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palette = dat.NewFromGrayscale()
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}
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platform.Init()
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defer platform.Shutdown()
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scene := &scene{sprite: sprite, palette: palette}
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window, err := platform.CreateWindow("Viewer", 1280, 720, scene)
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window, err := platform.NewWindow("Viewer", math.Vec2i{X: 1024, Y: 768}, scene)
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if err != nil {
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fmt.Fprintln(os.Stderr, err)
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os.Exit(1)
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