cleanup global state
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parent
6736cc5067
commit
5d95d2ef77
@ -10,25 +10,25 @@ import (
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"github.com/veandco/go-sdl2/sdl"
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)
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var (
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imguiIsInit bool
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imguiButtonsDown [3]bool
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imguiLastTime uint64
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imguiFontTexture uint32
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imguiContext *imgui.Context
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)
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var (
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ErrAlreadyInit = errors.New("imgui backend is already initialized")
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ErrWasNotInit = errors.New("imgui backend was not initialized")
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)
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var state struct {
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isInit bool
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buttonsDown [3]bool
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lastTime uint64
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fontTexture uint32
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context *imgui.Context
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}
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func Init() error {
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if imguiIsInit {
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if state.isInit {
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return ErrAlreadyInit
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}
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imguiContext = imgui.CreateContext(nil)
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state.context = imgui.CreateContext(nil)
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keys := map[int]int{
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imgui.KeyTab: sdl.SCANCODE_TAB,
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@ -60,30 +60,30 @@ func Init() error {
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io.KeyMap(imguiKey, nativeKey)
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}
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imguiFontTexture = createFontTexture()
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imguiIsInit = true
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state.fontTexture = createFontTexture()
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state.isInit = true
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return nil
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}
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func Shutdown() error {
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if !imguiIsInit {
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if !state.isInit {
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return ErrWasNotInit
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}
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imguiIsInit = false
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state.isInit = false
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destroyFontTexture(imguiFontTexture)
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imguiFontTexture = 0
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destroyFontTexture(state.fontTexture)
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state.fontTexture = 0
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imguiContext.Destroy()
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imguiContext = nil
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state.context.Destroy()
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state.context = nil
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return nil
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}
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func NewFrame(windowSize math.Vec2i) error {
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if !imguiIsInit {
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if !state.isInit {
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return ErrWasNotInit
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}
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@ -94,18 +94,18 @@ func NewFrame(windowSize math.Vec2i) error {
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// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
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frequency := sdl.GetPerformanceFrequency()
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currentTime := sdl.GetPerformanceCounter()
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if imguiLastTime > 0 {
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io.SetDeltaTime(float32(currentTime-imguiLastTime) / float32(frequency))
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if state.lastTime > 0 {
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io.SetDeltaTime(float32(currentTime-state.lastTime) / float32(frequency))
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} else {
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io.SetDeltaTime(1.0 / 60.0)
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}
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imguiLastTime = currentTime
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state.lastTime = currentTime
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// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
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x, y, state := sdl.GetMouseState()
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for i, button := range []uint32{sdl.BUTTON_LEFT, sdl.BUTTON_RIGHT, sdl.BUTTON_MIDDLE} {
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io.SetMouseButtonDown(i, imguiButtonsDown[i] || (state&sdl.Button(button)) != 0)
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imguiButtonsDown[i] = false
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io.SetMouseButtonDown(i, state.buttonsDown[i] || (state&sdl.Button(button)) != 0)
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state.buttonsDown[i] = false
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}
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io.SetMousePosition(imgui.Vec2{X: float32(x), Y: float32(y)})
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@ -120,7 +120,7 @@ func NewFrame(windowSize math.Vec2i) error {
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
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func ProcessEvent(event sdl.Event) (bool, error) {
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if !imguiIsInit {
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if !state.isInit {
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return false, ErrWasNotInit
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}
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@ -143,13 +143,13 @@ func ProcessEvent(event sdl.Event) (bool, error) {
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buttonEvent := event.(*sdl.MouseButtonEvent)
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switch buttonEvent.Button {
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case sdl.BUTTON_LEFT:
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imguiButtonsDown[0] = true
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state.buttonsDown[0] = true
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break
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case sdl.BUTTON_RIGHT:
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imguiButtonsDown[1] = true
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state.buttonsDown[1] = true
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break
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case sdl.BUTTON_MIDDLE:
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imguiButtonsDown[2] = true
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state.buttonsDown[2] = true
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break
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}
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return true, nil
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@ -180,7 +180,7 @@ func ProcessEvent(event sdl.Event) (bool, error) {
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// OpenGL2 Render function.
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// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
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func Render(windowSize, fbSize math.Vec2i, drawData imgui.DrawData) error {
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if !imguiIsInit {
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if !state.isInit {
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return ErrWasNotInit
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}
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@ -10,18 +10,18 @@ import (
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"github.com/veandco/go-sdl2/sdl"
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)
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var (
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platformIsInit bool
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platformWindows []Window
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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 state struct {
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isInit bool
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windows []Window
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}
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func Init() error {
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if platformIsInit {
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if state.isInit {
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return ErrAlreadyInit
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}
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@ -39,16 +39,16 @@ func Init() error {
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return err
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}
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platformIsInit = true
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state.isInit = true
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return nil
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}
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func Shutdown() error {
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if !platformIsInit {
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if !state.isInit {
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return ErrWasNotInit
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}
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for _, w := range platformWindows {
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for _, w := range state.windows {
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if err := w.Destroy(); err != nil {
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return err
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}
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@ -58,14 +58,14 @@ func Shutdown() error {
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return err
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}
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platformWindows = nil
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platformIsInit = false
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state.windows = nil
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state.isInit = false
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return nil
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}
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func ProcessEvents() error {
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if !platformIsInit {
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if !state.isInit {
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return ErrWasNotInit
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}
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@ -86,7 +86,7 @@ func ProcessEvents() error {
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}
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func CreateWindow(title string, width, height int) (Window, error) {
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if !platformIsInit {
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if !state.isInit {
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return nil, ErrWasNotInit
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}
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@ -95,7 +95,7 @@ func CreateWindow(title string, width, height int) (Window, error) {
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return nil, err
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}
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platformWindows = append(platformWindows, window)
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state.windows = append(state.windows, window)
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return window, err
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}
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