218 lines
4.6 KiB
Go
218 lines
4.6 KiB
Go
package platform
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import (
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"errors"
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"log"
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"github.com/FooSoft/lazarus/graphics"
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"github.com/FooSoft/lazarus/math"
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"github.com/FooSoft/lazarus/platform/imgui"
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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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ErrWindowExists = errors.New("only one window can exist at a time")
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ErrWindowNotExists = errors.New("no window has been created")
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)
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var windowState struct {
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sdlWindow *sdl.Window
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sdlGlContext sdl.GLContext
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scene Scene
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}
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func WindowCreate(title string, size math.Vec2i, scene Scene) error {
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if WindowIsCreated() {
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return ErrWindowExists
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}
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platformInit()
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var err error
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log.Println("window create")
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if windowState.sdlWindow, err = sdl.CreateWindow(title, sdl.WINDOWPOS_CENTERED, sdl.WINDOWPOS_CENTERED, int32(size.X), int32(size.Y), sdl.WINDOW_OPENGL); err != nil {
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return err
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}
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log.Println("window gl context create")
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if windowState.sdlGlContext, err = windowState.sdlWindow.GLCreateContext(); err != nil {
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WindowDestroy()
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return err
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}
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log.Println("window gl context make current")
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windowState.sdlWindow.GLMakeCurrent(windowState.sdlGlContext)
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log.Println("window gl init")
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if err := gl.Init(); err != nil {
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WindowDestroy()
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return err
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}
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if err := imgui.Create(); err != nil {
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WindowDestroy()
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return err
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}
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if err := WindowSetScene(scene); err != nil {
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WindowDestroy()
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return err
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}
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return nil
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}
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func WindowSetScene(scene Scene) error {
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if !WindowIsCreated() {
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return ErrWindowNotExists
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}
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if windowState.scene == scene {
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return nil
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}
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sceneName := func(s Scene) string {
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if s == nil {
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return "<nil>"
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} else {
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return s.Name()
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}
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}
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if sceneDestroyer, ok := windowState.scene.(SceneDestroyer); ok {
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log.Printf("window scene notify destroy \"%s\"\n", sceneName(windowState.scene))
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if err := sceneDestroyer.Destroy(); err != nil {
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return err
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}
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}
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log.Printf("window scene transition \"%v\" => \"%v\"\n", sceneName(windowState.scene), sceneName(scene))
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windowState.scene = scene
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if sceneCreator, ok := scene.(SceneCreator); ok {
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log.Printf("window scene notify create \"%s\"\n", sceneName(windowState.scene))
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if err := sceneCreator.Create(); 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 WindowDestroy() error {
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if !WindowIsCreated() {
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return nil
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}
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if err := WindowSetScene(nil); err != nil {
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return err
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}
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if err := imgui.Destroy(); err != nil {
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return err
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}
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log.Println("window gl context destroy")
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sdl.GLDeleteContext(windowState.sdlGlContext)
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windowState.sdlGlContext = nil
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log.Println("window destroy")
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if err := windowState.sdlWindow.Destroy(); err != nil {
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return err
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}
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windowState.sdlWindow = nil
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return nil
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}
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func WindowRenderTexture(texture graphics.Texture, position math.Vec2i) error {
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if !WindowIsCreated() {
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return ErrWindowNotExists
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}
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size := texture.Size()
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gl.Enable(gl.TEXTURE_2D)
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gl.BindTexture(gl.TEXTURE_2D, uint32(texture.Id()))
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gl.Begin(gl.QUADS)
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gl.TexCoord2f(0, 0)
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gl.Vertex2f(0, 0)
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gl.TexCoord2f(0, 1)
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gl.Vertex2f(0, float32(size.Y))
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gl.TexCoord2f(1, 1)
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gl.Vertex2f(float32(size.X), float32(size.Y))
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gl.TexCoord2f(1, 0)
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gl.Vertex2f(float32(size.X), 0)
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gl.End()
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return nil
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}
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func WindowDisplaySize() (math.Vec2i, error) {
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if !WindowIsCreated() {
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return math.Vec2i{}, ErrWindowNotExists
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}
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width, height := windowState.sdlWindow.GetSize()
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return math.Vec2i{X: int(width), Y: int(height)}, nil
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}
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func WindowIsCreated() bool {
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return windowState.sdlWindow != nil
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}
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func windowBufferSize() (math.Vec2i, error) {
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if !WindowIsCreated() {
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return math.Vec2i{}, ErrWindowNotExists
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}
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width, height := windowState.sdlWindow.GLGetDrawableSize()
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return math.Vec2i{X: int(width), Y: int(height)}, nil
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}
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func windowAdvance() (bool, error) {
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if !WindowIsCreated() {
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return false, ErrWindowNotExists
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}
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displaySize, err := WindowDisplaySize()
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if err != nil {
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return false, err
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}
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bufferSize, err := windowBufferSize()
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if err != nil {
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return false, err
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}
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imgui.BeginFrame(displaySize, bufferSize)
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gl.Viewport(0, 0, int32(displaySize.X), int32(displaySize.Y))
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gl.Clear(gl.COLOR_BUFFER_BIT)
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gl.MatrixMode(gl.PROJECTION)
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gl.LoadIdentity()
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gl.Ortho(0, float64(displaySize.X), float64(displaySize.Y), 0, -1, 1)
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gl.MatrixMode(gl.MODELVIEW)
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gl.LoadIdentity()
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if sceneAdvancer, ok := windowState.scene.(SceneAdvancer); ok {
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if err := sceneAdvancer.Advance(); err != nil {
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return false, err
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}
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}
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imgui.EndFrame()
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windowState.sdlWindow.GLSwap()
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return windowState.scene != nil, nil
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}
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func windowProcessEvent(event sdl.Event) (bool, error) {
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if !WindowIsCreated() {
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return false, ErrWindowNotExists
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}
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return imgui.ProcessEvent(event)
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}
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