package platform import ( "image/color" imgui "github.com/FooSoft/imgui-go" "github.com/FooSoft/lazarus/math" "github.com/FooSoft/lazarus/platform/imgui_backend" "github.com/veandco/go-sdl2/sdl" ) type Window struct { sdlWindow *sdl.Window sdlGlContext sdl.GLContext sdlRenderer *sdl.Renderer scene Scene } func newWindow(title string, width, height int, scene Scene) (*Window, error) { sdlWindow, err := sdl.CreateWindow( title, sdl.WINDOWPOS_CENTERED, sdl.WINDOWPOS_CENTERED, int32(width), int32(height), sdl.WINDOW_OPENGL, ) if err != nil { return nil, err } sdlRenderer, err := sdl.CreateRenderer(sdlWindow, -1, sdl.RENDERER_ACCELERATED) if err != nil { sdlWindow.Destroy() return nil, err } sdlGlContext, err := sdlWindow.GLCreateContext() if err != nil { sdlWindow.Destroy() return nil, err } window := &Window{sdlWindow, sdlGlContext, sdlRenderer, scene} if err := scene.Init(window); err != nil { return nil, err } return window, nil } func (w *Window) Destroy() error { if w.sdlWindow == nil { return nil } if err := w.scene.Shutdown(w); err != nil { return err } if err := w.sdlWindow.Destroy(); err != nil { return err } w.sdlGlContext = nil w.sdlWindow = nil return nil } func (w *Window) CreateTextureRgba(colors []color.RGBA, width, height int) (*Texture, error) { return newTextureFromRgba(w.sdlRenderer, colors, width, height) } func (w *Window) RenderTexture(texture *Texture, srcRect, dstRect math.Rect4i) { w.sdlRenderer.Copy( texture.sdlTexture, &sdl.Rect{X: int32(srcRect.X), Y: int32(srcRect.Y), W: int32(srcRect.W), H: int32(srcRect.H)}, &sdl.Rect{X: int32(dstRect.X), Y: int32(dstRect.Y), W: int32(dstRect.W), H: int32(dstRect.H)}, ) } func (w *Window) advance() { imgui_backend.NewFrame(w.displaySize()) w.sdlRenderer.Clear() w.scene.Advance(w) w.sdlWindow.GLMakeCurrent(w.sdlGlContext) imgui.Render() imgui_backend.Render(w.displaySize(), w.bufferSize(), imgui.RenderedDrawData()) w.sdlWindow.GLSwap() } func (w *Window) displaySize() math.Vec2i { width, height := w.sdlWindow.GetSize() return math.Vec2i{X: int(width), Y: int(height)} } func (w *Window) bufferSize() math.Vec2i { width, height := w.sdlWindow.GLGetDrawableSize() return math.Vec2i{X: int(width), Y: int(height)} }