Use dep to vendor things

This commit is contained in:
2018-03-18 04:23:13 +00:00
parent d572a19352
commit 1ba64f2aa8
123 changed files with 34229 additions and 0 deletions

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vendor/github.com/go-gl/glfw/AUTHORS generated vendored Normal file
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# This is the official list of glfw3-go authors for copyright purposes.
# Please keep the list sorted.
Coşku Baş
Dmitri Shuralyov
James Gray
Peter Waller <p@pwaller.net> (github:pwaller)
Robin Eklind
Stephen Gutekanst

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vendor/github.com/go-gl/glfw/LICENSE generated vendored Normal file
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Copyright (c) 2012 The glfw3-go Authors. All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are
met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the following disclaimer
in the documentation and/or other materials provided with the
distribution.
* Neither the name of Google Inc. nor the names of its
contributors may be used to endorse or promote products derived from
this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

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Copyright (c) 2002-2006 Marcus Geelnard
Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would
be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not
be misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.

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999f3556fdd80983b10051746264489f2cb1ef16

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vendor/github.com/go-gl/glfw/v3.2/glfw/build.go generated vendored Normal file
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package glfw
/*
// Windows Build Tags
// ----------------
// GLFW Options:
#cgo windows CFLAGS: -D_GLFW_WIN32 -Iglfw/deps/mingw
// Linker Options:
#cgo windows LDFLAGS: -lopengl32 -lgdi32
// Darwin Build Tags
// ----------------
// GLFW Options:
#cgo darwin CFLAGS: -D_GLFW_COCOA -D_GLFW_USE_CHDIR -D_GLFW_USE_MENUBAR -D_GLFW_USE_RETINA -Wno-deprecated-declarations
// Linker Options:
#cgo darwin LDFLAGS: -framework Cocoa -framework OpenGL -framework IOKit -framework CoreVideo
// Linux Build Tags
// ----------------
// GLFW Options:
#cgo linux,!wayland CFLAGS: -D_GLFW_X11
#cgo linux,wayland CFLAGS: -D_GLFW_WAYLAND
// Linker Options:
#cgo linux,!wayland LDFLAGS: -lGL -lX11 -lXrandr -lXxf86vm -lXi -lXcursor -lm -lXinerama -ldl -lrt
#cgo linux,wayland LDFLAGS: -lGL -lX11 -lXrandr -lXxf86vm -lXi -lXcursor -lm -lXinerama -ldl -lrt
// FreeBSD Build Tags
// ----------------
// GLFW Options:
#cgo freebsd,!wayland CFLAGS: -D_GLFW_X11 -D_GLFW_HAS_GLXGETPROCADDRESSARB -D_GLFW_HAS_DLOPEN
#cgo freebsd,wayland CFLAGS: -D_GLFW_WAYLAND -D_GLFW_HAS_DLOPEN
// Linker Options:
#cgo freebsd,!wayland LDFLAGS: -lGL -lX11 -lXrandr -lXxf86vm -lXi -lXcursor -lm -lXinerama
#cgo freebsd,wayland LDFLAGS: -lGL -lX11 -lXrandr -lXxf86vm -lXi -lXcursor -lm -lXinerama
*/
import "C"

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vendor/github.com/go-gl/glfw/v3.2/glfw/c_glfw.go generated vendored Normal file
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package glfw
/*
#include "glfw/src/context.c"
#include "glfw/src/init.c"
#include "glfw/src/input.c"
#include "glfw/src/monitor.c"
#include "glfw/src/vulkan.c"
#include "glfw/src/window.c"
*/
import "C"

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package glfw
/*
#cgo CFLAGS: -x objective-c
#include "glfw/src/cocoa_init.m"
#include "glfw/src/cocoa_joystick.m"
#include "glfw/src/cocoa_monitor.m"
#include "glfw/src/cocoa_window.m"
#include "glfw/src/cocoa_time.c"
#include "glfw/src/posix_tls.c"
#include "glfw/src/nsgl_context.m"
*/
import "C"

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// +build linux freebsd
package glfw
/*
#ifdef _GLFW_MIR
#include "glfw/src/mir_init.c"
#include "glfw/src/mir_monitor.c"
#include "glfw/src/mir_window.c"
#endif
#ifdef _GLFW_WAYLAND
#include "glfw/src/wl_init.c"
#include "glfw/src/wl_monitor.c"
#include "glfw/src/wl_window.c"
#endif
#ifdef _GLFW_X11
#include "glfw/src/x11_init.c"
#include "glfw/src/x11_monitor.c"
#include "glfw/src/x11_window.c"
#include "glfw/src/glx_context.c"
#endif
#include "glfw/src/linux_joystick.c"
#include "glfw/src/posix_time.c"
#include "glfw/src/posix_tls.c"
#include "glfw/src/xkb_unicode.c"
#include "glfw/src/egl_context.c"
*/
import "C"

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package glfw
/*
#include "glfw/src/win32_init.c"
#include "glfw/src/win32_joystick.c"
#include "glfw/src/win32_monitor.c"
#include "glfw/src/win32_time.c"
#include "glfw/src/win32_tls.c"
#include "glfw/src/win32_window.c"
#include "glfw/src/wgl_context.c"
#include "glfw/src/egl_context.c"
*/
import "C"

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vendor/github.com/go-gl/glfw/v3.2/glfw/context.go generated vendored Normal file
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package glfw
//#include <stdlib.h>
//#include "glfw/include/GLFW/glfw3.h"
import "C"
import (
"unsafe"
)
// MakeContextCurrent makes the context of the window current.
// Originally GLFW 3 passes a null pointer to detach the context.
// But since we're using receievers, DetachCurrentContext should
// be used instead.
func (w *Window) MakeContextCurrent() {
C.glfwMakeContextCurrent(w.data)
panicError()
}
// DetachCurrentContext detaches the current context.
func DetachCurrentContext() {
C.glfwMakeContextCurrent(nil)
panicError()
}
// GetCurrentContext returns the window whose context is current.
func GetCurrentContext() *Window {
w := C.glfwGetCurrentContext()
panicError()
if w == nil {
return nil
}
return windows.get(w)
}
// SwapBuffers swaps the front and back buffers of the window. If the
// swap interval is greater than zero, the GPU driver waits the specified number
// of screen updates before swapping the buffers.
func (w *Window) SwapBuffers() {
C.glfwSwapBuffers(w.data)
panicError()
}
// SwapInterval sets the swap interval for the current context, i.e. the number
// of screen updates to wait before swapping the buffers of a window and
// returning from SwapBuffers. This is sometimes called
// 'vertical synchronization', 'vertical retrace synchronization' or 'vsync'.
//
// Contexts that support either of the WGL_EXT_swap_control_tear and
// GLX_EXT_swap_control_tear extensions also accept negative swap intervals,
// which allow the driver to swap even if a frame arrives a little bit late.
// You can check for the presence of these extensions using
// ExtensionSupported. For more information about swap tearing,
// see the extension specifications.
//
// Some GPU drivers do not honor the requested swap interval, either because of
// user settings that override the request or due to bugs in the driver.
func SwapInterval(interval int) {
C.glfwSwapInterval(C.int(interval))
panicError()
}
// ExtensionSupported reports whether the specified OpenGL or context creation
// API extension is supported by the current context. For example, on Windows
// both the OpenGL and WGL extension strings are checked.
//
// As this functions searches one or more extension strings on each call, it is
// recommended that you cache its results if it's going to be used frequently.
// The extension strings will not change during the lifetime of a context, so
// there is no danger in doing this.
func ExtensionSupported(extension string) bool {
e := C.CString(extension)
defer C.free(unsafe.Pointer(e))
ret := glfwbool(C.glfwExtensionSupported(e))
panicError()
return ret
}

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vendor/github.com/go-gl/glfw/v3.2/glfw/error.c generated vendored Normal file
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#include "_cgo_export.h"
void glfwErrorCB(int code, const char *desc) {
goErrorCB(code, (char*)desc);
}
void glfwSetErrorCallbackCB() {
glfwSetErrorCallback(glfwErrorCB);
}

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vendor/github.com/go-gl/glfw/v3.2/glfw/error.go generated vendored Normal file
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package glfw
//#include "glfw/include/GLFW/glfw3.h"
//void glfwSetErrorCallbackCB();
import "C"
import (
"fmt"
"log"
)
// ErrorCode corresponds to an error code.
type ErrorCode int
// Error codes that are translated to panics and the programmer should not
// expect to handle.
const (
notInitialized ErrorCode = C.GLFW_NOT_INITIALIZED // GLFW has not been initialized.
noCurrentContext ErrorCode = C.GLFW_NO_CURRENT_CONTEXT // No context is current.
invalidEnum ErrorCode = C.GLFW_INVALID_ENUM // One of the enum parameters for the function was given an invalid enum.
invalidValue ErrorCode = C.GLFW_INVALID_VALUE // One of the parameters for the function was given an invalid value.
outOfMemory ErrorCode = C.GLFW_OUT_OF_MEMORY // A memory allocation failed.
platformError ErrorCode = C.GLFW_PLATFORM_ERROR // A platform-specific error occurred that does not match any of the more specific categories.
)
const (
// APIUnavailable is the error code used when GLFW could not find support
// for the requested client API on the system.
//
// The installed graphics driver does not support the requested client API,
// or does not support it via the chosen context creation backend. Below
// are a few examples.
//
// Some pre-installed Windows graphics drivers do not support OpenGL. AMD
// only supports OpenGL ES via EGL, while Nvidia and Intel only supports it
// via a WGL or GLX extension. OS X does not provide OpenGL ES at all. The
// Mesa EGL, OpenGL and OpenGL ES libraries do not interface with the
// Nvidia binary driver.
APIUnavailable ErrorCode = C.GLFW_API_UNAVAILABLE
// VersionUnavailable is the error code used when the requested OpenGL or
// OpenGL ES (including any requested profile or context option) is not
// available on this machine.
//
// The machine does not support your requirements. If your application is
// sufficiently flexible, downgrade your requirements and try again.
// Otherwise, inform the user that their machine does not match your
// requirements.
//
// Future invalid OpenGL and OpenGL ES versions, for example OpenGL 4.8 if
// 5.0 comes out before the 4.x series gets that far, also fail with this
// error and not GLFW_INVALID_VALUE, because GLFW cannot know what future
// versions will exist.
VersionUnavailable ErrorCode = C.GLFW_VERSION_UNAVAILABLE
// FormatUnavailable is the error code used for both window creation and
// clipboard querying format errors.
//
// If emitted during window creation, the requested pixel format is not
// supported. This means one or more hard constraints did not match any of
// the available pixel formats. If your application is sufficiently
// flexible, downgrade your requirements and try again. Otherwise, inform
// the user that their machine does not match your requirements.
//
// If emitted when querying the clipboard, the contents of the clipboard
// could not be converted to the requested format. You should ignore the
// error or report it to the user, as appropriate.
FormatUnavailable ErrorCode = C.GLFW_FORMAT_UNAVAILABLE
)
func (e ErrorCode) String() string {
switch e {
case notInitialized:
return "NotInitialized"
case noCurrentContext:
return "NoCurrentContext"
case invalidEnum:
return "InvalidEnum"
case invalidValue:
return "InvalidValue"
case outOfMemory:
return "OutOfMemory"
case platformError:
return "PlatformError"
case APIUnavailable:
return "APIUnavailable"
case VersionUnavailable:
return "VersionUnavailable"
case FormatUnavailable:
return "FormatUnavailable"
default:
return fmt.Sprintf("ErrorCode(%d)", e)
}
}
// Error holds error code and description.
type Error struct {
Code ErrorCode
Desc string
}
// Error prints the error code and description in a readable format.
func (e *Error) Error() string {
return fmt.Sprintf("%s: %s", e.Code.String(), e.Desc)
}
// Note: There are many cryptic caveats to proper error handling here.
// See: https://github.com/go-gl/glfw3/pull/86
// Holds the value of the last error.
var lastError = make(chan *Error, 1)
//export goErrorCB
func goErrorCB(code C.int, desc *C.char) {
flushErrors()
err := &Error{ErrorCode(code), C.GoString(desc)}
select {
case lastError <- err:
default:
fmt.Println("GLFW: An uncaught error has occurred:", err)
fmt.Println("GLFW: Please report this bug in the Go package immediately.")
}
}
// Set the glfw callback internally
func init() {
C.glfwSetErrorCallbackCB()
}
// flushErrors is called by Terminate before it actually calls C.glfwTerminate,
// this ensures that any uncaught errors buffered in lastError are printed
// before the program exits.
func flushErrors() {
err := fetchError()
if err != nil {
fmt.Println("GLFW: An uncaught error has occurred:", err)
fmt.Println("GLFW: Please report this bug in the Go package immediately.")
}
}
// acceptError fetches the next error from the error channel, it accepts only
// errors with one of the given error codes. If any other error is encountered,
// a panic will occur.
//
// Platform errors are always printed, for information why please see:
//
// https://github.com/go-gl/glfw/issues/127
//
func acceptError(codes ...ErrorCode) error {
// Grab the next error, if there is one.
err := fetchError()
if err == nil {
return nil
}
// Only if the error has the specific error code accepted by the caller, do
// we return the error.
for _, code := range codes {
if err.Code == code {
return err
}
}
// The error isn't accepted by the caller. If the error code is not a code
// defined in the GLFW C documentation as a programmer error, then the
// caller should have accepted it. This is effectively a bug in this
// package.
switch err.Code {
case platformError:
log.Println(err)
return nil
case notInitialized, noCurrentContext, invalidEnum, invalidValue, outOfMemory:
panic(err)
default:
fmt.Println("GLFW: An invalid error was not accepted by the caller:", err)
fmt.Println("GLFW: Please report this bug in the Go package immediately.")
panic(err)
}
}
// panicError is a helper used by functions which expect no errors (except
// programmer errors) to occur. It will panic if it finds any such error.
func panicError() {
err := acceptError()
if err != nil {
panic(err)
}
}
// fetchError fetches the next error from the error channel, it does not block
// and returns nil if there is no error present.
func fetchError() *Error {
select {
case err := <-lastError:
return err
default:
return nil
}
}

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vendor/github.com/go-gl/glfw/v3.2/glfw/glfw.go generated vendored Normal file
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package glfw
//#include "glfw/include/GLFW/glfw3.h"
import "C"
// Version constants.
const (
VersionMajor = C.GLFW_VERSION_MAJOR // This is incremented when the API is changed in non-compatible ways.
VersionMinor = C.GLFW_VERSION_MINOR // This is incremented when features are added to the API but it remains backward-compatible.
VersionRevision = C.GLFW_VERSION_REVISION // This is incremented when a bug fix release is made that does not contain any API changes.
)
// Init initializes the GLFW library. Before most GLFW functions can be used,
// GLFW must be initialized, and before a program terminates GLFW should be
// terminated in order to free any resources allocated during or after
// initialization.
//
// If this function fails, it calls Terminate before returning. If it succeeds,
// you should call Terminate before the program exits.
//
// Additional calls to this function after successful initialization but before
// termination will succeed but will do nothing.
//
// This function may take several seconds to complete on some systems, while on
// other systems it may take only a fraction of a second to complete.
//
// On Mac OS X, this function will change the current directory of the
// application to the Contents/Resources subdirectory of the application's
// bundle, if present.
//
// This function may only be called from the main thread.
func Init() error {
C.glfwInit()
return acceptError(APIUnavailable)
}
// Terminate destroys all remaining windows, frees any allocated resources and
// sets the library to an uninitialized state. Once this is called, you must
// again call Init successfully before you will be able to use most GLFW
// functions.
//
// If GLFW has been successfully initialized, this function should be called
// before the program exits. If initialization fails, there is no need to call
// this function, as it is called by Init before it returns failure.
//
// This function may only be called from the main thread.
func Terminate() {
flushErrors()
C.glfwTerminate()
}
// GetVersion retrieves the major, minor and revision numbers of the GLFW
// library. It is intended for when you are using GLFW as a shared library and
// want to ensure that you are using the minimum required version.
//
// This function may be called before Init.
func GetVersion() (major, minor, revision int) {
var (
maj C.int
min C.int
rev C.int
)
C.glfwGetVersion(&maj, &min, &rev)
return int(maj), int(min), int(rev)
}
// GetVersionString returns a static string generated at compile-time according
// to which configuration macros were defined. This is intended for use when
// submitting bug reports, to allow developers to see which code paths are
// enabled in a binary.
//
// This function may be called before Init.
func GetVersionString() string {
return C.GoString(C.glfwGetVersionString())
}

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Copyright (c) 2002-2006 Marcus Geelnard
Copyright (c) 2006-2016 Camilla Berglund <elmindreda@glfw.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would
be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not
be misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.

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vendor/github.com/go-gl/glfw/v3.2/glfw/input.c generated vendored Normal file
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#include "_cgo_export.h"
void glfwJoystickCB(int joy, int event) {
goJoystickCB(joy, event);
}
void glfwMouseButtonCB(GLFWwindow* window, int button, int action, int mods) {
goMouseButtonCB(window, button, action, mods);
}
void glfwCursorPosCB(GLFWwindow* window, double xpos, double ypos) {
goCursorPosCB(window, xpos, ypos);
}
void glfwCursorEnterCB(GLFWwindow* window, int entered) {
goCursorEnterCB(window, entered);
}
void glfwScrollCB(GLFWwindow* window, double xoff, double yoff) {
goScrollCB(window, xoff, yoff);
}
void glfwKeyCB(GLFWwindow* window, int key, int scancode, int action, int mods) {
goKeyCB(window, key, scancode, action, mods);
}
void glfwCharCB(GLFWwindow* window, unsigned int character) {
goCharCB(window, character);
}
void glfwCharModsCB(GLFWwindow* window, unsigned int character, int mods) {
goCharModsCB(window, character, mods);
}
void glfwDropCB(GLFWwindow* window, int count, const char **names) {
goDropCB(window, count, (char**)names);
}
void glfwSetJoystickCallbackCB() {
glfwSetJoystickCallback(glfwJoystickCB);
}
void glfwSetKeyCallbackCB(GLFWwindow *window) {
glfwSetKeyCallback(window, glfwKeyCB);
}
void glfwSetCharCallbackCB(GLFWwindow *window) {
glfwSetCharCallback(window, glfwCharCB);
}
void glfwSetCharModsCallbackCB(GLFWwindow *window) {
glfwSetCharModsCallback(window, glfwCharModsCB);
}
void glfwSetMouseButtonCallbackCB(GLFWwindow *window) {
glfwSetMouseButtonCallback(window, glfwMouseButtonCB);
}
void glfwSetCursorPosCallbackCB(GLFWwindow *window) {
glfwSetCursorPosCallback(window, glfwCursorPosCB);
}
void glfwSetCursorEnterCallbackCB(GLFWwindow *window) {
glfwSetCursorEnterCallback(window, glfwCursorEnterCB);
}
void glfwSetScrollCallbackCB(GLFWwindow *window) {
glfwSetScrollCallback(window, glfwScrollCB);
}
void glfwSetDropCallbackCB(GLFWwindow *window) {
glfwSetDropCallback(window, glfwDropCB);
}
float GetAxisAtIndex(float *axis, int i) {
return axis[i];
}
unsigned char GetButtonsAtIndex(unsigned char *buttons, int i) {
return buttons[i];
}

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vendor/github.com/go-gl/glfw/v3.2/glfw/input.go generated vendored Normal file
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package glfw
//#include "glfw/include/GLFW/glfw3.h"
//void glfwSetJoystickCallbackCB();
//void glfwSetKeyCallbackCB(GLFWwindow *window);
//void glfwSetCharCallbackCB(GLFWwindow *window);
//void glfwSetCharModsCallbackCB(GLFWwindow *window);
//void glfwSetMouseButtonCallbackCB(GLFWwindow *window);
//void glfwSetCursorPosCallbackCB(GLFWwindow *window);
//void glfwSetCursorEnterCallbackCB(GLFWwindow *window);
//void glfwSetScrollCallbackCB(GLFWwindow *window);
//void glfwSetDropCallbackCB(GLFWwindow *window);
//float GetAxisAtIndex(float *axis, int i);
//unsigned char GetButtonsAtIndex(unsigned char *buttons, int i);
import "C"
import (
"image"
"image/draw"
"unsafe"
)
var fJoystickHolder func(joy, event int)
// Joystick corresponds to a joystick.
type Joystick int
// Joystick IDs.
const (
Joystick1 Joystick = C.GLFW_JOYSTICK_1
Joystick2 Joystick = C.GLFW_JOYSTICK_2
Joystick3 Joystick = C.GLFW_JOYSTICK_3
Joystick4 Joystick = C.GLFW_JOYSTICK_4
Joystick5 Joystick = C.GLFW_JOYSTICK_5
Joystick6 Joystick = C.GLFW_JOYSTICK_6
Joystick7 Joystick = C.GLFW_JOYSTICK_7
Joystick8 Joystick = C.GLFW_JOYSTICK_8
Joystick9 Joystick = C.GLFW_JOYSTICK_9
Joystick10 Joystick = C.GLFW_JOYSTICK_10
Joystick11 Joystick = C.GLFW_JOYSTICK_11
Joystick12 Joystick = C.GLFW_JOYSTICK_12
Joystick13 Joystick = C.GLFW_JOYSTICK_13
Joystick14 Joystick = C.GLFW_JOYSTICK_14
Joystick15 Joystick = C.GLFW_JOYSTICK_15
Joystick16 Joystick = C.GLFW_JOYSTICK_16
JoystickLast Joystick = C.GLFW_JOYSTICK_LAST
)
// Key corresponds to a keyboard key.
type Key int
// These key codes are inspired by the USB HID Usage Tables v1.12 (p. 53-60),
// but re-arranged to map to 7-bit ASCII for printable keys (function keys are
// put in the 256+ range).
const (
KeyUnknown Key = C.GLFW_KEY_UNKNOWN
KeySpace Key = C.GLFW_KEY_SPACE
KeyApostrophe Key = C.GLFW_KEY_APOSTROPHE
KeyComma Key = C.GLFW_KEY_COMMA
KeyMinus Key = C.GLFW_KEY_MINUS
KeyPeriod Key = C.GLFW_KEY_PERIOD
KeySlash Key = C.GLFW_KEY_SLASH
Key0 Key = C.GLFW_KEY_0
Key1 Key = C.GLFW_KEY_1
Key2 Key = C.GLFW_KEY_2
Key3 Key = C.GLFW_KEY_3
Key4 Key = C.GLFW_KEY_4
Key5 Key = C.GLFW_KEY_5
Key6 Key = C.GLFW_KEY_6
Key7 Key = C.GLFW_KEY_7
Key8 Key = C.GLFW_KEY_8
Key9 Key = C.GLFW_KEY_9
KeySemicolon Key = C.GLFW_KEY_SEMICOLON
KeyEqual Key = C.GLFW_KEY_EQUAL
KeyA Key = C.GLFW_KEY_A
KeyB Key = C.GLFW_KEY_B
KeyC Key = C.GLFW_KEY_C
KeyD Key = C.GLFW_KEY_D
KeyE Key = C.GLFW_KEY_E
KeyF Key = C.GLFW_KEY_F
KeyG Key = C.GLFW_KEY_G
KeyH Key = C.GLFW_KEY_H
KeyI Key = C.GLFW_KEY_I
KeyJ Key = C.GLFW_KEY_J
KeyK Key = C.GLFW_KEY_K
KeyL Key = C.GLFW_KEY_L
KeyM Key = C.GLFW_KEY_M
KeyN Key = C.GLFW_KEY_N
KeyO Key = C.GLFW_KEY_O
KeyP Key = C.GLFW_KEY_P
KeyQ Key = C.GLFW_KEY_Q
KeyR Key = C.GLFW_KEY_R
KeyS Key = C.GLFW_KEY_S
KeyT Key = C.GLFW_KEY_T
KeyU Key = C.GLFW_KEY_U
KeyV Key = C.GLFW_KEY_V
KeyW Key = C.GLFW_KEY_W
KeyX Key = C.GLFW_KEY_X
KeyY Key = C.GLFW_KEY_Y
KeyZ Key = C.GLFW_KEY_Z
KeyLeftBracket Key = C.GLFW_KEY_LEFT_BRACKET
KeyBackslash Key = C.GLFW_KEY_BACKSLASH
KeyRightBracket Key = C.GLFW_KEY_RIGHT_BRACKET
KeyGraveAccent Key = C.GLFW_KEY_GRAVE_ACCENT
KeyWorld1 Key = C.GLFW_KEY_WORLD_1
KeyWorld2 Key = C.GLFW_KEY_WORLD_2
KeyEscape Key = C.GLFW_KEY_ESCAPE
KeyEnter Key = C.GLFW_KEY_ENTER
KeyTab Key = C.GLFW_KEY_TAB
KeyBackspace Key = C.GLFW_KEY_BACKSPACE
KeyInsert Key = C.GLFW_KEY_INSERT
KeyDelete Key = C.GLFW_KEY_DELETE
KeyRight Key = C.GLFW_KEY_RIGHT
KeyLeft Key = C.GLFW_KEY_LEFT
KeyDown Key = C.GLFW_KEY_DOWN
KeyUp Key = C.GLFW_KEY_UP
KeyPageUp Key = C.GLFW_KEY_PAGE_UP
KeyPageDown Key = C.GLFW_KEY_PAGE_DOWN
KeyHome Key = C.GLFW_KEY_HOME
KeyEnd Key = C.GLFW_KEY_END
KeyCapsLock Key = C.GLFW_KEY_CAPS_LOCK
KeyScrollLock Key = C.GLFW_KEY_SCROLL_LOCK
KeyNumLock Key = C.GLFW_KEY_NUM_LOCK
KeyPrintScreen Key = C.GLFW_KEY_PRINT_SCREEN
KeyPause Key = C.GLFW_KEY_PAUSE
KeyF1 Key = C.GLFW_KEY_F1
KeyF2 Key = C.GLFW_KEY_F2
KeyF3 Key = C.GLFW_KEY_F3
KeyF4 Key = C.GLFW_KEY_F4
KeyF5 Key = C.GLFW_KEY_F5
KeyF6 Key = C.GLFW_KEY_F6
KeyF7 Key = C.GLFW_KEY_F7
KeyF8 Key = C.GLFW_KEY_F8
KeyF9 Key = C.GLFW_KEY_F9
KeyF10 Key = C.GLFW_KEY_F10
KeyF11 Key = C.GLFW_KEY_F11
KeyF12 Key = C.GLFW_KEY_F12
KeyF13 Key = C.GLFW_KEY_F13
KeyF14 Key = C.GLFW_KEY_F14
KeyF15 Key = C.GLFW_KEY_F15
KeyF16 Key = C.GLFW_KEY_F16
KeyF17 Key = C.GLFW_KEY_F17
KeyF18 Key = C.GLFW_KEY_F18
KeyF19 Key = C.GLFW_KEY_F19
KeyF20 Key = C.GLFW_KEY_F20
KeyF21 Key = C.GLFW_KEY_F21
KeyF22 Key = C.GLFW_KEY_F22
KeyF23 Key = C.GLFW_KEY_F23
KeyF24 Key = C.GLFW_KEY_F24
KeyF25 Key = C.GLFW_KEY_F25
KeyKP0 Key = C.GLFW_KEY_KP_0
KeyKP1 Key = C.GLFW_KEY_KP_1
KeyKP2 Key = C.GLFW_KEY_KP_2
KeyKP3 Key = C.GLFW_KEY_KP_3
KeyKP4 Key = C.GLFW_KEY_KP_4
KeyKP5 Key = C.GLFW_KEY_KP_5
KeyKP6 Key = C.GLFW_KEY_KP_6
KeyKP7 Key = C.GLFW_KEY_KP_7
KeyKP8 Key = C.GLFW_KEY_KP_8
KeyKP9 Key = C.GLFW_KEY_KP_9
KeyKPDecimal Key = C.GLFW_KEY_KP_DECIMAL
KeyKPDivide Key = C.GLFW_KEY_KP_DIVIDE
KeyKPMultiply Key = C.GLFW_KEY_KP_MULTIPLY
KeyKPSubtract Key = C.GLFW_KEY_KP_SUBTRACT
KeyKPAdd Key = C.GLFW_KEY_KP_ADD
KeyKPEnter Key = C.GLFW_KEY_KP_ENTER
KeyKPEqual Key = C.GLFW_KEY_KP_EQUAL
KeyLeftShift Key = C.GLFW_KEY_LEFT_SHIFT
KeyLeftControl Key = C.GLFW_KEY_LEFT_CONTROL
KeyLeftAlt Key = C.GLFW_KEY_LEFT_ALT
KeyLeftSuper Key = C.GLFW_KEY_LEFT_SUPER
KeyRightShift Key = C.GLFW_KEY_RIGHT_SHIFT
KeyRightControl Key = C.GLFW_KEY_RIGHT_CONTROL
KeyRightAlt Key = C.GLFW_KEY_RIGHT_ALT
KeyRightSuper Key = C.GLFW_KEY_RIGHT_SUPER
KeyMenu Key = C.GLFW_KEY_MENU
KeyLast Key = C.GLFW_KEY_LAST
)
// ModifierKey corresponds to a modifier key.
type ModifierKey int
// Modifier keys.
const (
ModShift ModifierKey = C.GLFW_MOD_SHIFT
ModControl ModifierKey = C.GLFW_MOD_CONTROL
ModAlt ModifierKey = C.GLFW_MOD_ALT
ModSuper ModifierKey = C.GLFW_MOD_SUPER
)
// MouseButton corresponds to a mouse button.
type MouseButton int
// Mouse buttons.
const (
MouseButton1 MouseButton = C.GLFW_MOUSE_BUTTON_1
MouseButton2 MouseButton = C.GLFW_MOUSE_BUTTON_2
MouseButton3 MouseButton = C.GLFW_MOUSE_BUTTON_3
MouseButton4 MouseButton = C.GLFW_MOUSE_BUTTON_4
MouseButton5 MouseButton = C.GLFW_MOUSE_BUTTON_5
MouseButton6 MouseButton = C.GLFW_MOUSE_BUTTON_6
MouseButton7 MouseButton = C.GLFW_MOUSE_BUTTON_7
MouseButton8 MouseButton = C.GLFW_MOUSE_BUTTON_8
MouseButtonLast MouseButton = C.GLFW_MOUSE_BUTTON_LAST
MouseButtonLeft MouseButton = C.GLFW_MOUSE_BUTTON_LEFT
MouseButtonRight MouseButton = C.GLFW_MOUSE_BUTTON_RIGHT
MouseButtonMiddle MouseButton = C.GLFW_MOUSE_BUTTON_MIDDLE
)
// StandardCursor corresponds to a standard cursor icon.
type StandardCursor int
// Standard cursors
const (
ArrowCursor StandardCursor = C.GLFW_ARROW_CURSOR
IBeamCursor StandardCursor = C.GLFW_IBEAM_CURSOR
CrosshairCursor StandardCursor = C.GLFW_CROSSHAIR_CURSOR
HandCursor StandardCursor = C.GLFW_HAND_CURSOR
HResizeCursor StandardCursor = C.GLFW_HRESIZE_CURSOR
VResizeCursor StandardCursor = C.GLFW_VRESIZE_CURSOR
)
// Action corresponds to a key or button action.
type Action int
// Action types.
const (
Release Action = C.GLFW_RELEASE // The key or button was released.
Press Action = C.GLFW_PRESS // The key or button was pressed.
Repeat Action = C.GLFW_REPEAT // The key was held down until it repeated.
)
// InputMode corresponds to an input mode.
type InputMode int
// Input modes.
const (
CursorMode InputMode = C.GLFW_CURSOR // See Cursor mode values
StickyKeysMode InputMode = C.GLFW_STICKY_KEYS // Value can be either 1 or 0
StickyMouseButtonsMode InputMode = C.GLFW_STICKY_MOUSE_BUTTONS // Value can be either 1 or 0
)
// Cursor mode values.
const (
CursorNormal int = C.GLFW_CURSOR_NORMAL
CursorHidden int = C.GLFW_CURSOR_HIDDEN
CursorDisabled int = C.GLFW_CURSOR_DISABLED
)
// Cursor represents a cursor.
type Cursor struct {
data *C.GLFWcursor
}
//export goJoystickCB
func goJoystickCB(joy, event C.int) {
fJoystickHolder(int(joy), int(event))
}
//export goMouseButtonCB
func goMouseButtonCB(window unsafe.Pointer, button, action, mods C.int) {
w := windows.get((*C.GLFWwindow)(window))
w.fMouseButtonHolder(w, MouseButton(button), Action(action), ModifierKey(mods))
}
//export goCursorPosCB
func goCursorPosCB(window unsafe.Pointer, xpos, ypos C.double) {
w := windows.get((*C.GLFWwindow)(window))
w.fCursorPosHolder(w, float64(xpos), float64(ypos))
}
//export goCursorEnterCB
func goCursorEnterCB(window unsafe.Pointer, entered C.int) {
w := windows.get((*C.GLFWwindow)(window))
hasEntered := glfwbool(entered)
w.fCursorEnterHolder(w, hasEntered)
}
//export goScrollCB
func goScrollCB(window unsafe.Pointer, xoff, yoff C.double) {
w := windows.get((*C.GLFWwindow)(window))
w.fScrollHolder(w, float64(xoff), float64(yoff))
}
//export goKeyCB
func goKeyCB(window unsafe.Pointer, key, scancode, action, mods C.int) {
w := windows.get((*C.GLFWwindow)(window))
w.fKeyHolder(w, Key(key), int(scancode), Action(action), ModifierKey(mods))
}
//export goCharCB
func goCharCB(window unsafe.Pointer, character C.uint) {
w := windows.get((*C.GLFWwindow)(window))
w.fCharHolder(w, rune(character))
}
//export goCharModsCB
func goCharModsCB(window unsafe.Pointer, character C.uint, mods C.int) {
w := windows.get((*C.GLFWwindow)(window))
w.fCharModsHolder(w, rune(character), ModifierKey(mods))
}
//export goDropCB
func goDropCB(window unsafe.Pointer, count C.int, names **C.char) { // TODO: The types of name can be `**C.char` or `unsafe.Pointer`, use whichever is better.
w := windows.get((*C.GLFWwindow)(window))
namesSlice := make([]string, int(count)) // TODO: Make this better. This part is unfinished, hacky, probably not correct, and not idiomatic.
for i := 0; i < int(count); i++ { // TODO: Make this better. It should be cleaned up and vetted.
var x *C.char // TODO: Make this better.
p := (**C.char)(unsafe.Pointer(uintptr(unsafe.Pointer(names)) + uintptr(i)*unsafe.Sizeof(x))) // TODO: Make this better.
namesSlice[i] = C.GoString(*p) // TODO: Make this better.
}
w.fDropHolder(w, namesSlice)
}
// GetInputMode returns the value of an input option of the window.
func (w *Window) GetInputMode(mode InputMode) int {
ret := int(C.glfwGetInputMode(w.data, C.int(mode)))
panicError()
return ret
}
// SetInputMode sets an input option for the window.
func (w *Window) SetInputMode(mode InputMode, value int) {
C.glfwSetInputMode(w.data, C.int(mode), C.int(value))
panicError()
}
// GetKey returns the last reported state of a keyboard key. The returned state
// is one of Press or Release. The higher-level state Repeat is only reported to
// the key callback.
//
// If the StickyKeys input mode is enabled, this function returns Press the first
// time you call this function after a key has been pressed, even if the key has
// already been released.
//
// The key functions deal with physical keys, with key tokens named after their
// use on the standard US keyboard layout. If you want to input text, use the
// Unicode character callback instead.
func (w *Window) GetKey(key Key) Action {
ret := Action(C.glfwGetKey(w.data, C.int(key)))
panicError()
return ret
}
// GetKeyName returns the localized name of the specified printable key.
//
// If the key is glfw.KeyUnknown, the scancode is used, otherwise the scancode is ignored.
func GetKeyName(key Key, scancode int) string {
ret := C.glfwGetKeyName(C.int(key), C.int(scancode))
panicError()
return C.GoString(ret)
}
// GetMouseButton returns the last state reported for the specified mouse button.
//
// If the StickyMouseButtons input mode is enabled, this function returns Press
// the first time you call this function after a mouse button has been pressed,
// even if the mouse button has already been released.
func (w *Window) GetMouseButton(button MouseButton) Action {
ret := Action(C.glfwGetMouseButton(w.data, C.int(button)))
panicError()
return ret
}
// GetCursorPos returns the last reported position of the cursor.
//
// If the cursor is disabled (with CursorDisabled) then the cursor position is
// unbounded and limited only by the minimum and maximum values of a double.
//
// The coordinate can be converted to their integer equivalents with the floor
// function. Casting directly to an integer type works for positive coordinates,
// but fails for negative ones.
func (w *Window) GetCursorPos() (x, y float64) {
var xpos, ypos C.double
C.glfwGetCursorPos(w.data, &xpos, &ypos)
panicError()
return float64(xpos), float64(ypos)
}
// SetCursorPos sets the position of the cursor. The specified window must
// be focused. If the window does not have focus when this function is called,
// it fails silently.
//
// If the cursor is disabled (with CursorDisabled) then the cursor position is
// unbounded and limited only by the minimum and maximum values of a double.
func (w *Window) SetCursorPos(xpos, ypos float64) {
C.glfwSetCursorPos(w.data, C.double(xpos), C.double(ypos))
panicError()
}
// CreateCursor creates a new custom cursor image that can be set for a window with SetCursor.
// The cursor can be destroyed with Destroy. Any remaining cursors are destroyed by Terminate.
//
// The image is ideally provided in the form of *image.NRGBA.
// The pixels are 32-bit, little-endian, non-premultiplied RGBA, i.e. eight
// bits per channel with the red channel first. They are arranged canonically
// as packed sequential rows, starting from the top-left corner. If the image
// type is not *image.NRGBA, it will be converted to it.
//
// The cursor hotspot is specified in pixels, relative to the upper-left corner of the cursor image.
// Like all other coordinate systems in GLFW, the X-axis points to the right and the Y-axis points down.
func CreateCursor(img image.Image, xhot, yhot int) *Cursor {
var imgC C.GLFWimage
var pixels []uint8
b := img.Bounds()
switch img := img.(type) {
case *image.NRGBA:
pixels = img.Pix
default:
m := image.NewNRGBA(image.Rect(0, 0, b.Dx(), b.Dy()))
draw.Draw(m, m.Bounds(), img, b.Min, draw.Src)
pixels = m.Pix
}
pix, free := bytes(pixels)
imgC.width = C.int(b.Dx())
imgC.height = C.int(b.Dy())
imgC.pixels = (*C.uchar)(pix)
c := C.glfwCreateCursor(&imgC, C.int(xhot), C.int(yhot))
free()
panicError()
return &Cursor{c}
}
// CreateStandardCursor returns a cursor with a standard shape,
// that can be set for a window with SetCursor.
func CreateStandardCursor(shape StandardCursor) *Cursor {
c := C.glfwCreateStandardCursor(C.int(shape))
panicError()
return &Cursor{c}
}
// Destroy destroys a cursor previously created with CreateCursor.
// Any remaining cursors will be destroyed by Terminate.
func (c *Cursor) Destroy() {
C.glfwDestroyCursor(c.data)
panicError()
}
// SetCursor sets the cursor image to be used when the cursor is over the client area
// of the specified window. The set cursor will only be visible when the cursor mode of the
// window is CursorNormal.
//
// On some platforms, the set cursor may not be visible unless the window also has input focus.
func (w *Window) SetCursor(c *Cursor) {
if c == nil {
C.glfwSetCursor(w.data, nil)
} else {
C.glfwSetCursor(w.data, c.data)
}
panicError()
}
// JoystickCallback is the joystick configuration callback.
type JoystickCallback func(joy, event int)
// SetJoystickCallback sets the joystick configuration callback, or removes the
// currently set callback. This is called when a joystick is connected to or
// disconnected from the system.
func SetJoystickCallback(cbfun JoystickCallback) (previous JoystickCallback) {
previous = fJoystickHolder
fJoystickHolder = cbfun
if cbfun == nil {
C.glfwSetJoystickCallback(nil)
} else {
C.glfwSetJoystickCallbackCB()
}
panicError()
return previous
}
// KeyCallback is the key callback.
type KeyCallback func(w *Window, key Key, scancode int, action Action, mods ModifierKey)
// SetKeyCallback sets the key callback which is called when a key is pressed,
// repeated or released.
//
// The key functions deal with physical keys, with layout independent key tokens
// named after their values in the standard US keyboard layout. If you want to
// input text, use the SetCharCallback instead.
//
// When a window loses focus, it will generate synthetic key release events for
// all pressed keys. You can tell these events from user-generated events by the
// fact that the synthetic ones are generated after the window has lost focus,
// i.e. Focused will be false and the focus callback will have already been
// called.
func (w *Window) SetKeyCallback(cbfun KeyCallback) (previous KeyCallback) {
previous = w.fKeyHolder
w.fKeyHolder = cbfun
if cbfun == nil {
C.glfwSetKeyCallback(w.data, nil)
} else {
C.glfwSetKeyCallbackCB(w.data)
}
panicError()
return previous
}
// CharCallback is the character callback.
type CharCallback func(w *Window, char rune)
// SetCharCallback sets the character callback which is called when a
// Unicode character is input.
//
// The character callback is intended for Unicode text input. As it deals with
// characters, it is keyboard layout dependent, whereas the
// key callback is not. Characters do not map 1:1
// to physical keys, as a key may produce zero, one or more characters. If you
// want to know whether a specific physical key was pressed or released, see
// the key callback instead.
//
// The character callback behaves as system text input normally does and will
// not be called if modifier keys are held down that would prevent normal text
// input on that platform, for example a Super (Command) key on OS X or Alt key
// on Windows. There is a character with modifiers callback that receives these events.
func (w *Window) SetCharCallback(cbfun CharCallback) (previous CharCallback) {
previous = w.fCharHolder
w.fCharHolder = cbfun
if cbfun == nil {
C.glfwSetCharCallback(w.data, nil)
} else {
C.glfwSetCharCallbackCB(w.data)
}
panicError()
return previous
}
// CharModsCallback is the character with modifiers callback.
type CharModsCallback func(w *Window, char rune, mods ModifierKey)
// SetCharModsCallback sets the character with modifiers callback which is called when a
// Unicode character is input regardless of what modifier keys are used.
//
// The character with modifiers callback is intended for implementing custom
// Unicode character input. For regular Unicode text input, see the
// character callback. Like the character callback, the character with modifiers callback
// deals with characters and is keyboard layout dependent. Characters do not
// map 1:1 to physical keys, as a key may produce zero, one or more characters.
// If you want to know whether a specific physical key was pressed or released,
// see the key callback instead.
func (w *Window) SetCharModsCallback(cbfun CharModsCallback) (previous CharModsCallback) {
previous = w.fCharModsHolder
w.fCharModsHolder = cbfun
if cbfun == nil {
C.glfwSetCharModsCallback(w.data, nil)
} else {
C.glfwSetCharModsCallbackCB(w.data)
}
panicError()
return previous
}
// MouseButtonCallback is the mouse button callback.
type MouseButtonCallback func(w *Window, button MouseButton, action Action, mod ModifierKey)
// SetMouseButtonCallback sets the mouse button callback which is called when a
// mouse button is pressed or released.
//
// When a window loses focus, it will generate synthetic mouse button release
// events for all pressed mouse buttons. You can tell these events from
// user-generated events by the fact that the synthetic ones are generated after
// the window has lost focus, i.e. Focused will be false and the focus
// callback will have already been called.
func (w *Window) SetMouseButtonCallback(cbfun MouseButtonCallback) (previous MouseButtonCallback) {
previous = w.fMouseButtonHolder
w.fMouseButtonHolder = cbfun
if cbfun == nil {
C.glfwSetMouseButtonCallback(w.data, nil)
} else {
C.glfwSetMouseButtonCallbackCB(w.data)
}
panicError()
return previous
}
// CursorPosCallback the cursor position callback.
type CursorPosCallback func(w *Window, xpos float64, ypos float64)
// SetCursorPosCallback sets the cursor position callback which is called
// when the cursor is moved. The callback is provided with the position relative
// to the upper-left corner of the client area of the window.
func (w *Window) SetCursorPosCallback(cbfun CursorPosCallback) (previous CursorPosCallback) {
previous = w.fCursorPosHolder
w.fCursorPosHolder = cbfun
if cbfun == nil {
C.glfwSetCursorPosCallback(w.data, nil)
} else {
C.glfwSetCursorPosCallbackCB(w.data)
}
panicError()
return previous
}
// CursorEnterCallback is the cursor boundary crossing callback.
type CursorEnterCallback func(w *Window, entered bool)
// SetCursorEnterCallback the cursor boundary crossing callback which is called
// when the cursor enters or leaves the client area of the window.
func (w *Window) SetCursorEnterCallback(cbfun CursorEnterCallback) (previous CursorEnterCallback) {
previous = w.fCursorEnterHolder
w.fCursorEnterHolder = cbfun
if cbfun == nil {
C.glfwSetCursorEnterCallback(w.data, nil)
} else {
C.glfwSetCursorEnterCallbackCB(w.data)
}
panicError()
return previous
}
// ScrollCallback is the scroll callback.
type ScrollCallback func(w *Window, xoff float64, yoff float64)
// SetScrollCallback sets the scroll callback which is called when a scrolling
// device is used, such as a mouse wheel or scrolling area of a touchpad.
func (w *Window) SetScrollCallback(cbfun ScrollCallback) (previous ScrollCallback) {
previous = w.fScrollHolder
w.fScrollHolder = cbfun
if cbfun == nil {
C.glfwSetScrollCallback(w.data, nil)
} else {
C.glfwSetScrollCallbackCB(w.data)
}
panicError()
return previous
}
// DropCallback is the drop callback.
type DropCallback func(w *Window, names []string)
// SetDropCallback sets the drop callback which is called when an object
// is dropped over the window.
func (w *Window) SetDropCallback(cbfun DropCallback) (previous DropCallback) {
previous = w.fDropHolder
w.fDropHolder = cbfun
if cbfun == nil {
C.glfwSetDropCallback(w.data, nil)
} else {
C.glfwSetDropCallbackCB(w.data)
}
panicError()
return previous
}
// JoystickPresent reports whether the specified joystick is present.
func JoystickPresent(joy Joystick) bool {
ret := glfwbool(C.glfwJoystickPresent(C.int(joy)))
panicError()
return ret
}
// GetJoystickAxes returns a slice of axis values.
func GetJoystickAxes(joy Joystick) []float32 {
var length int
axis := C.glfwGetJoystickAxes(C.int(joy), (*C.int)(unsafe.Pointer(&length)))
panicError()
if axis == nil {
return nil
}
a := make([]float32, length)
for i := 0; i < length; i++ {
a[i] = float32(C.GetAxisAtIndex(axis, C.int(i)))
}
return a
}
// GetJoystickButtons returns a slice of button values.
func GetJoystickButtons(joy Joystick) []byte {
var length int
buttons := C.glfwGetJoystickButtons(C.int(joy), (*C.int)(unsafe.Pointer(&length)))
panicError()
if buttons == nil {
return nil
}
b := make([]byte, length)
for i := 0; i < length; i++ {
b[i] = byte(C.GetButtonsAtIndex(buttons, C.int(i)))
}
return b
}
// GetJoystickName returns the name, encoded as UTF-8, of the specified joystick.
func GetJoystickName(joy Joystick) string {
jn := C.glfwGetJoystickName(C.int(joy))
panicError()
return C.GoString(jn)
}

25
vendor/github.com/go-gl/glfw/v3.2/glfw/monitor.c generated vendored Normal file
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#include "_cgo_export.h"
GLFWmonitor *GetMonitorAtIndex(GLFWmonitor **monitors, int index) {
return monitors[index];
}
GLFWvidmode GetVidmodeAtIndex(GLFWvidmode *vidmodes, int index) {
return vidmodes[index];
}
void glfwMonitorCB(GLFWmonitor* monitor, int event) {
goMonitorCB(monitor, event);
}
void glfwSetMonitorCallbackCB() {
glfwSetMonitorCallback(glfwMonitorCB);
}
unsigned int GetGammaAtIndex(unsigned short *color, int i) {
return color[i];
}
void SetGammaAtIndex(unsigned short *color, int i, unsigned short value) {
color[i] = value;
}

208
vendor/github.com/go-gl/glfw/v3.2/glfw/monitor.go generated vendored Normal file
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package glfw
//#include "glfw/include/GLFW/glfw3.h"
//GLFWmonitor* GetMonitorAtIndex(GLFWmonitor **monitors, int index);
//GLFWvidmode GetVidmodeAtIndex(GLFWvidmode *vidmodes, int index);
//void glfwSetMonitorCallbackCB();
//unsigned int GetGammaAtIndex(unsigned short *color, int i);
//void SetGammaAtIndex(unsigned short *color, int i, unsigned short value);
import "C"
import (
"unsafe"
)
// Monitor represents a monitor.
type Monitor struct {
data *C.GLFWmonitor
}
// MonitorEvent corresponds to a monitor configuration event.
type MonitorEvent int
// GammaRamp describes the gamma ramp for a monitor.
type GammaRamp struct {
Red []uint16 // A slice of value describing the response of the red channel.
Green []uint16 // A slice of value describing the response of the green channel.
Blue []uint16 // A slice of value describing the response of the blue channel.
}
// Monitor events.
const (
Connected MonitorEvent = C.GLFW_CONNECTED
Disconnected MonitorEvent = C.GLFW_DISCONNECTED
)
// VidMode describes a single video mode.
type VidMode struct {
Width int // The width, in pixels, of the video mode.
Height int // The height, in pixels, of the video mode.
RedBits int // The bit depth of the red channel of the video mode.
GreenBits int // The bit depth of the green channel of the video mode.
BlueBits int // The bit depth of the blue channel of the video mode.
RefreshRate int // The refresh rate, in Hz, of the video mode.
}
var fMonitorHolder func(monitor *Monitor, event MonitorEvent)
//export goMonitorCB
func goMonitorCB(monitor unsafe.Pointer, event C.int) {
fMonitorHolder(&Monitor{(*C.GLFWmonitor)(monitor)}, MonitorEvent(event))
}
// GetMonitors returns a slice of handles for all currently connected monitors.
func GetMonitors() []*Monitor {
var length int
mC := C.glfwGetMonitors((*C.int)(unsafe.Pointer(&length)))
panicError()
if mC == nil {
return nil
}
m := make([]*Monitor, length)
for i := 0; i < length; i++ {
m[i] = &Monitor{C.GetMonitorAtIndex(mC, C.int(i))}
}
return m
}
// GetPrimaryMonitor returns the primary monitor. This is usually the monitor
// where elements like the Windows task bar or the OS X menu bar is located.
func GetPrimaryMonitor() *Monitor {
m := C.glfwGetPrimaryMonitor()
panicError()
if m == nil {
return nil
}
return &Monitor{m}
}
// GetPos returns the position, in screen coordinates, of the upper-left
// corner of the monitor.
func (m *Monitor) GetPos() (x, y int) {
var xpos, ypos C.int
C.glfwGetMonitorPos(m.data, &xpos, &ypos)
panicError()
return int(xpos), int(ypos)
}
// GetPhysicalSize returns the size, in millimetres, of the display area of the
// monitor.
//
// Note: Some operating systems do not provide accurate information, either
// because the monitor's EDID data is incorrect, or because the driver does not
// report it accurately.
func (m *Monitor) GetPhysicalSize() (width, height int) {
var wi, h C.int
C.glfwGetMonitorPhysicalSize(m.data, &wi, &h)
panicError()
return int(wi), int(h)
}
// GetName returns a human-readable name of the monitor, encoded as UTF-8.
func (m *Monitor) GetName() string {
mn := C.glfwGetMonitorName(m.data)
panicError()
if mn == nil {
return ""
}
return C.GoString(mn)
}
// SetMonitorCallback sets the monitor configuration callback, or removes the
// currently set callback. This is called when a monitor is connected to or
// disconnected from the system.
func SetMonitorCallback(cbfun func(monitor *Monitor, event MonitorEvent)) {
if cbfun == nil {
C.glfwSetMonitorCallback(nil)
} else {
fMonitorHolder = cbfun
C.glfwSetMonitorCallbackCB()
}
panicError()
}
// GetVideoModes returns an array of all video modes supported by the monitor.
// The returned array is sorted in ascending order, first by color bit depth
// (the sum of all channel depths) and then by resolution area (the product of
// width and height).
func (m *Monitor) GetVideoModes() []*VidMode {
var length int
vC := C.glfwGetVideoModes(m.data, (*C.int)(unsafe.Pointer(&length)))
panicError()
if vC == nil {
return nil
}
v := make([]*VidMode, length)
for i := 0; i < length; i++ {
t := C.GetVidmodeAtIndex(vC, C.int(i))
v[i] = &VidMode{int(t.width), int(t.height), int(t.redBits), int(t.greenBits), int(t.blueBits), int(t.refreshRate)}
}
return v
}
// GetVideoMode returns the current video mode of the monitor. If you
// are using a full screen window, the return value will therefore depend on
// whether it is focused.
func (m *Monitor) GetVideoMode() *VidMode {
t := C.glfwGetVideoMode(m.data)
if t == nil {
return nil
}
panicError()
return &VidMode{int(t.width), int(t.height), int(t.redBits), int(t.greenBits), int(t.blueBits), int(t.refreshRate)}
}
// SetGamma generates a 256-element gamma ramp from the specified exponent and then calls
// SetGamma with it.
func (m *Monitor) SetGamma(gamma float32) {
C.glfwSetGamma(m.data, C.float(gamma))
panicError()
}
// GetGammaRamp retrieves the current gamma ramp of the monitor.
func (m *Monitor) GetGammaRamp() *GammaRamp {
var ramp GammaRamp
rampC := C.glfwGetGammaRamp(m.data)
panicError()
if rampC == nil {
return nil
}
length := int(rampC.size)
ramp.Red = make([]uint16, length)
ramp.Green = make([]uint16, length)
ramp.Blue = make([]uint16, length)
for i := 0; i < length; i++ {
ramp.Red[i] = uint16(C.GetGammaAtIndex(rampC.red, C.int(i)))
ramp.Green[i] = uint16(C.GetGammaAtIndex(rampC.green, C.int(i)))
ramp.Blue[i] = uint16(C.GetGammaAtIndex(rampC.blue, C.int(i)))
}
return &ramp
}
// SetGammaRamp sets the current gamma ramp for the monitor.
func (m *Monitor) SetGammaRamp(ramp *GammaRamp) {
var rampC C.GLFWgammaramp
length := len(ramp.Red)
for i := 0; i < length; i++ {
C.SetGammaAtIndex(rampC.red, C.int(i), C.ushort(ramp.Red[i]))
C.SetGammaAtIndex(rampC.green, C.int(i), C.ushort(ramp.Green[i]))
C.SetGammaAtIndex(rampC.blue, C.int(i), C.ushort(ramp.Blue[i]))
}
C.glfwSetGammaRamp(m.data, &rampC)
panicError()
}

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@@ -0,0 +1,39 @@
package glfw
/*
#define GLFW_EXPOSE_NATIVE_COCOA
#define GLFW_EXPOSE_NATIVE_NSGL
#include "glfw/include/GLFW/glfw3.h"
#include "glfw/include/GLFW/glfw3native.h"
// workaround wrappers needed due to a cgo and/or LLVM bug.
// See: https://github.com/go-gl/glfw/issues/136
void *workaround_glfwGetCocoaWindow(GLFWwindow *w) {
return (void *)glfwGetCocoaWindow(w);
}
void *workaround_glfwGetNSGLContext(GLFWwindow *w) {
return (void *)glfwGetNSGLContext(w);
}
*/
import "C"
// GetCocoaMonitor returns the CGDirectDisplayID of the monitor.
func (m *Monitor) GetCocoaMonitor() uintptr {
ret := uintptr(C.glfwGetCocoaMonitor(m.data))
panicError()
return ret
}
// GetCocoaWindow returns the NSWindow of the window.
func (w *Window) GetCocoaWindow() uintptr {
ret := uintptr(C.workaround_glfwGetCocoaWindow(w.data))
panicError()
return ret
}
// GetNSGLContext returns the NSOpenGLContext of the window.
func (w *Window) GetNSGLContext() uintptr {
ret := uintptr(C.workaround_glfwGetNSGLContext(w.data))
panicError()
return ret
}

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// +build linux freebsd
package glfw
//#define GLFW_EXPOSE_NATIVE_X11
//#define GLFW_EXPOSE_NATIVE_GLX
//#include "glfw/include/GLFW/glfw3.h"
//#include "glfw/include/GLFW/glfw3native.h"
import "C"
func GetX11Display() *C.Display {
ret := C.glfwGetX11Display()
panicError()
return ret
}
// GetX11Adapter returns the RRCrtc of the monitor.
func (m *Monitor) GetX11Adapter() C.RRCrtc {
ret := C.glfwGetX11Adapter(m.data)
panicError()
return ret
}
// GetX11Monitor returns the RROutput of the monitor.
func (m *Monitor) GetX11Monitor() C.RROutput {
ret := C.glfwGetX11Monitor(m.data)
panicError()
return ret
}
// GetX11Window returns the Window of the window.
func (w *Window) GetX11Window() C.Window {
ret := C.glfwGetX11Window(w.data)
panicError()
return ret
}
// GetGLXContext returns the GLXContext of the window.
func (w *Window) GetGLXContext() C.GLXContext {
ret := C.glfwGetGLXContext(w.data)
panicError()
return ret
}
// GetGLXWindow returns the GLXWindow of the window.
func (w *Window) GetGLXWindow() C.GLXWindow {
ret := C.glfwGetGLXWindow(w.data)
panicError()
return ret
}

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package glfw
//#define GLFW_EXPOSE_NATIVE_WIN32
//#define GLFW_EXPOSE_NATIVE_WGL
//#include "glfw/include/GLFW/glfw3.h"
//#include "glfw/include/GLFW/glfw3native.h"
import "C"
// GetWin32Adapter returns the adapter device name of the monitor.
func (m *Monitor) GetWin32Adapter() string {
ret := C.glfwGetWin32Adapter(m.data)
panicError()
return C.GoString(ret)
}
// GetWin32Monitor returns the display device name of the monitor.
func (m *Monitor) GetWin32Monitor() string {
ret := C.glfwGetWin32Monitor(m.data)
panicError()
return C.GoString(ret)
}
// GetWin32Window returns the HWND of the window.
func (w *Window) GetWin32Window() C.HWND {
ret := C.glfwGetWin32Window(w.data)
panicError()
return ret
}
// GetWGLContext returns the HGLRC of the window.
func (w *Window) GetWGLContext() C.HGLRC {
ret := C.glfwGetWGLContext(w.data)
panicError()
return ret
}

41
vendor/github.com/go-gl/glfw/v3.2/glfw/time.go generated vendored Normal file
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package glfw
//#include "glfw/include/GLFW/glfw3.h"
import "C"
// GetTime returns the value of the GLFW timer. Unless the timer has been set
// using SetTime, the timer measures time elapsed since GLFW was initialized.
//
// The resolution of the timer is system dependent, but is usually on the order
// of a few micro- or nanoseconds. It uses the highest-resolution monotonic time
// source on each supported platform.
func GetTime() float64 {
ret := float64(C.glfwGetTime())
panicError()
return ret
}
// SetTime sets the value of the GLFW timer. It then continues to count up from
// that value.
//
// The resolution of the timer is system dependent, but is usually on the order
// of a few micro- or nanoseconds. It uses the highest-resolution monotonic time
// source on each supported platform.
func SetTime(time float64) {
C.glfwSetTime(C.double(time))
panicError()
}
// GetTimerFrequency returns frequency of the timer, in Hz, or zero if an error occurred.
func GetTimerFrequency() uint64 {
ret := uint64(C.glfwGetTimerFrequency())
panicError()
return ret
}
// GetTimerValue returns the current value of the raw timer, measured in 1 / frequency seconds.
func GetTimerValue() uint64 {
ret := uint64(C.glfwGetTimerValue())
panicError()
return ret
}

37
vendor/github.com/go-gl/glfw/v3.2/glfw/util.go generated vendored Normal file
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package glfw
//#include <stdlib.h>
//#include "glfw/include/GLFW/glfw3.h"
import "C"
import (
"reflect"
"unsafe"
)
func glfwbool(b C.int) bool {
if b == C.GL_TRUE {
return true
}
return false
}
func bytes(origin []byte) (pointer *uint8, free func()) {
n := len(origin)
if n == 0 {
return nil, func() {}
}
data := C.malloc(C.size_t(n))
dataSlice := *(*[]byte)(unsafe.Pointer(&reflect.SliceHeader{
Data: uintptr(data),
Len: n,
Cap: n,
}))
copy(dataSlice, origin)
return &dataSlice[0], func() { C.free(data) }
}

14
vendor/github.com/go-gl/glfw/v3.2/glfw/vulkan.go generated vendored Normal file
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package glfw
//#include "glfw/include/GLFW/glfw3.h"
import "C"
// VulkanSupported reports whether the Vulkan loader has been found. This check is performed by Init.
//
// The availability of a Vulkan loader does not by itself guarantee that window surface creation or
// even device creation is possible. Call GetRequiredInstanceExtensions to check whether the
// extensions necessary for Vulkan surface creation are available and GetPhysicalDevicePresentationSupport
// to check whether a queue family of a physical device supports image presentation.
func VulkanSupported() bool {
return glfwbool(C.glfwVulkanSupported())
}

57
vendor/github.com/go-gl/glfw/v3.2/glfw/window.c generated vendored Normal file
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#include "_cgo_export.h"
void glfwWindowPosCB(GLFWwindow* window, int xpos, int ypos) {
goWindowPosCB(window, xpos, ypos);
}
void glfwWindowSizeCB(GLFWwindow* window, int width, int height) {
goWindowSizeCB(window, width, height);
}
void glfwFramebufferSizeCB(GLFWwindow* window, int width, int height) {
goFramebufferSizeCB(window, width, height);
}
void glfwWindowCloseCB(GLFWwindow* window) {
goWindowCloseCB(window);
}
void glfwWindowRefreshCB(GLFWwindow* window) {
goWindowRefreshCB(window);
}
void glfwWindowFocusCB(GLFWwindow* window, int focused) {
goWindowFocusCB(window, focused);
}
void glfwWindowIconifyCB(GLFWwindow* window, int iconified) {
goWindowIconifyCB(window, iconified);
}
void glfwSetWindowPosCallbackCB(GLFWwindow* window) {
glfwSetWindowPosCallback(window, glfwWindowPosCB);
}
void glfwSetWindowSizeCallbackCB(GLFWwindow* window) {
glfwSetWindowSizeCallback(window, glfwWindowSizeCB);
}
void glfwSetFramebufferSizeCallbackCB(GLFWwindow* window) {
glfwSetFramebufferSizeCallback(window, glfwFramebufferSizeCB);
}
void glfwSetWindowCloseCallbackCB(GLFWwindow* window) {
glfwSetWindowCloseCallback(window, glfwWindowCloseCB);
}
void glfwSetWindowRefreshCallbackCB(GLFWwindow* window) {
glfwSetWindowRefreshCallback(window, glfwWindowRefreshCB);
}
void glfwSetWindowFocusCallbackCB(GLFWwindow* window) {
glfwSetWindowFocusCallback(window, glfwWindowFocusCB);
}
void glfwSetWindowIconifyCallbackCB(GLFWwindow* window) {
glfwSetWindowIconifyCallback(window, glfwWindowIconifyCB);
}

830
vendor/github.com/go-gl/glfw/v3.2/glfw/window.go generated vendored Normal file
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@@ -0,0 +1,830 @@
package glfw
//#include <stdlib.h>
//#include "glfw/include/GLFW/glfw3.h"
//void glfwSetWindowPosCallbackCB(GLFWwindow *window);
//void glfwSetWindowSizeCallbackCB(GLFWwindow *window);
//void glfwSetFramebufferSizeCallbackCB(GLFWwindow *window);
//void glfwSetWindowCloseCallbackCB(GLFWwindow *window);
//void glfwSetWindowRefreshCallbackCB(GLFWwindow *window);
//void glfwSetWindowFocusCallbackCB(GLFWwindow *window);
//void glfwSetWindowIconifyCallbackCB(GLFWwindow *window);
import "C"
import (
"image"
"image/draw"
"sync"
"unsafe"
)
// Internal window list stuff
type windowList struct {
l sync.Mutex
m map[*C.GLFWwindow]*Window
}
var windows = windowList{m: map[*C.GLFWwindow]*Window{}}
func (w *windowList) put(wnd *Window) {
w.l.Lock()
defer w.l.Unlock()
w.m[wnd.data] = wnd
}
func (w *windowList) remove(wnd *C.GLFWwindow) {
w.l.Lock()
defer w.l.Unlock()
delete(w.m, wnd)
}
func (w *windowList) get(wnd *C.GLFWwindow) *Window {
w.l.Lock()
defer w.l.Unlock()
return w.m[wnd]
}
// Hint corresponds to hints that can be set before creating a window.
//
// Hint also corresponds to the attributes of the window that can be get after
// its creation.
type Hint int
// Window related hints.
const (
Focused Hint = C.GLFW_FOCUSED // Specifies whether the window will be given input focus when created. This hint is ignored for full screen and initially hidden windows.
Iconified Hint = C.GLFW_ICONIFIED // Specifies whether the window will be minimized.
Maximized Hint = C.GLFW_MAXIMIZED // Specifies whether the window is maximized.
Visible Hint = C.GLFW_VISIBLE // Specifies whether the window will be initially visible.
Resizable Hint = C.GLFW_RESIZABLE // Specifies whether the window will be resizable by the user.
Decorated Hint = C.GLFW_DECORATED // Specifies whether the window will have window decorations such as a border, a close widget, etc.
Floating Hint = C.GLFW_FLOATING // Specifies whether the window will be always-on-top.
AutoIconify Hint = C.GLFW_AUTO_ICONIFY // Specifies whether fullscreen windows automatically iconify (and restore the previous video mode) on focus loss.
)
// Context related hints.
const (
ClientAPI Hint = C.GLFW_CLIENT_API // Specifies which client API to create the context for. Hard constraint.
ContextVersionMajor Hint = C.GLFW_CONTEXT_VERSION_MAJOR // Specifies the client API version that the created context must be compatible with.
ContextVersionMinor Hint = C.GLFW_CONTEXT_VERSION_MINOR // Specifies the client API version that the created context must be compatible with.
ContextRobustness Hint = C.GLFW_CONTEXT_ROBUSTNESS // Specifies the robustness strategy to be used by the context.
ContextReleaseBehavior Hint = C.GLFW_CONTEXT_RELEASE_BEHAVIOR // Specifies the release behavior to be used by the context.
OpenGLForwardCompatible Hint = C.GLFW_OPENGL_FORWARD_COMPAT // Specifies whether the OpenGL context should be forward-compatible. Hard constraint.
OpenGLDebugContext Hint = C.GLFW_OPENGL_DEBUG_CONTEXT // Specifies whether to create a debug OpenGL context, which may have additional error and performance issue reporting functionality. If OpenGL ES is requested, this hint is ignored.
OpenGLProfile Hint = C.GLFW_OPENGL_PROFILE // Specifies which OpenGL profile to create the context for. Hard constraint.
ContextCreationAPI Hint = C.GLFW_CONTEXT_CREATION_API // Specifies which context creation API to use to create the context.
)
// Framebuffer related hints.
const (
ContextRevision Hint = C.GLFW_CONTEXT_REVISION
RedBits Hint = C.GLFW_RED_BITS // Specifies the desired bit depth of the default framebuffer.
GreenBits Hint = C.GLFW_GREEN_BITS // Specifies the desired bit depth of the default framebuffer.
BlueBits Hint = C.GLFW_BLUE_BITS // Specifies the desired bit depth of the default framebuffer.
AlphaBits Hint = C.GLFW_ALPHA_BITS // Specifies the desired bit depth of the default framebuffer.
DepthBits Hint = C.GLFW_DEPTH_BITS // Specifies the desired bit depth of the default framebuffer.
StencilBits Hint = C.GLFW_STENCIL_BITS // Specifies the desired bit depth of the default framebuffer.
AccumRedBits Hint = C.GLFW_ACCUM_RED_BITS // Specifies the desired bit depth of the accumulation buffer.
AccumGreenBits Hint = C.GLFW_ACCUM_GREEN_BITS // Specifies the desired bit depth of the accumulation buffer.
AccumBlueBits Hint = C.GLFW_ACCUM_BLUE_BITS // Specifies the desired bit depth of the accumulation buffer.
AccumAlphaBits Hint = C.GLFW_ACCUM_ALPHA_BITS // Specifies the desired bit depth of the accumulation buffer.
AuxBuffers Hint = C.GLFW_AUX_BUFFERS // Specifies the desired number of auxiliary buffers.
Stereo Hint = C.GLFW_STEREO // Specifies whether to use stereoscopic rendering. Hard constraint.
Samples Hint = C.GLFW_SAMPLES // Specifies the desired number of samples to use for multisampling. Zero disables multisampling.
SRGBCapable Hint = C.GLFW_SRGB_CAPABLE // Specifies whether the framebuffer should be sRGB capable.
RefreshRate Hint = C.GLFW_REFRESH_RATE // Specifies the desired refresh rate for full screen windows. If set to zero, the highest available refresh rate will be used. This hint is ignored for windowed mode windows.
DoubleBuffer Hint = C.GLFW_DOUBLEBUFFER // Specifies whether the framebuffer should be double buffered. You nearly always want to use double buffering. This is a hard constraint.
)
// Values for the ClientAPI hint.
const (
OpenGLAPI int = C.GLFW_OPENGL_API
OpenGLESAPI int = C.GLFW_OPENGL_ES_API
NoAPI int = C.GLFW_NO_API
)
// Values for ContextCreationAPI hint.
const (
NativeContextAPI int = C.GLFW_NATIVE_CONTEXT_API
EGLContextAPI int = C.GLFW_EGL_CONTEXT_API
)
// Values for the ContextRobustness hint.
const (
NoRobustness int = C.GLFW_NO_ROBUSTNESS
NoResetNotification int = C.GLFW_NO_RESET_NOTIFICATION
LoseContextOnReset int = C.GLFW_LOSE_CONTEXT_ON_RESET
)
// Values for ContextReleaseBehavior hint.
const (
AnyReleaseBehavior int = C.GLFW_ANY_RELEASE_BEHAVIOR
ReleaseBehaviorFlush int = C.GLFW_RELEASE_BEHAVIOR_FLUSH
ReleaseBehaviorNone int = C.GLFW_RELEASE_BEHAVIOR_NONE
)
// Values for the OpenGLProfile hint.
const (
OpenGLAnyProfile int = C.GLFW_OPENGL_ANY_PROFILE
OpenGLCoreProfile int = C.GLFW_OPENGL_CORE_PROFILE
OpenGLCompatProfile int = C.GLFW_OPENGL_COMPAT_PROFILE
)
// Other values.
const (
True int = C.GL_TRUE
False int = C.GL_FALSE
DontCare int = C.GLFW_DONT_CARE
)
// Window represents a window.
type Window struct {
data *C.GLFWwindow
// Window.
fPosHolder func(w *Window, xpos int, ypos int)
fSizeHolder func(w *Window, width int, height int)
fFramebufferSizeHolder func(w *Window, width int, height int)
fCloseHolder func(w *Window)
fRefreshHolder func(w *Window)
fFocusHolder func(w *Window, focused bool)
fIconifyHolder func(w *Window, iconified bool)
// Input.
fMouseButtonHolder func(w *Window, button MouseButton, action Action, mod ModifierKey)
fCursorPosHolder func(w *Window, xpos float64, ypos float64)
fCursorEnterHolder func(w *Window, entered bool)
fScrollHolder func(w *Window, xoff float64, yoff float64)
fKeyHolder func(w *Window, key Key, scancode int, action Action, mods ModifierKey)
fCharHolder func(w *Window, char rune)
fCharModsHolder func(w *Window, char rune, mods ModifierKey)
fDropHolder func(w *Window, names []string)
}
// GLFWWindow returns a *C.GLFWwindow reference (i.e. the GLFW window itself). This can be used for
// passing the GLFW window handle to external C libraries.
func (w *Window) GLFWWindow() uintptr {
return uintptr(unsafe.Pointer(w.data))
}
//export goWindowPosCB
func goWindowPosCB(window unsafe.Pointer, xpos, ypos C.int) {
w := windows.get((*C.GLFWwindow)(window))
w.fPosHolder(w, int(xpos), int(ypos))
}
//export goWindowSizeCB
func goWindowSizeCB(window unsafe.Pointer, width, height C.int) {
w := windows.get((*C.GLFWwindow)(window))
w.fSizeHolder(w, int(width), int(height))
}
//export goFramebufferSizeCB
func goFramebufferSizeCB(window unsafe.Pointer, width, height C.int) {
w := windows.get((*C.GLFWwindow)(window))
w.fFramebufferSizeHolder(w, int(width), int(height))
}
//export goWindowCloseCB
func goWindowCloseCB(window unsafe.Pointer) {
w := windows.get((*C.GLFWwindow)(window))
w.fCloseHolder(w)
}
//export goWindowRefreshCB
func goWindowRefreshCB(window unsafe.Pointer) {
w := windows.get((*C.GLFWwindow)(window))
w.fRefreshHolder(w)
}
//export goWindowFocusCB
func goWindowFocusCB(window unsafe.Pointer, focused C.int) {
w := windows.get((*C.GLFWwindow)(window))
isFocused := glfwbool(focused)
w.fFocusHolder(w, isFocused)
}
//export goWindowIconifyCB
func goWindowIconifyCB(window unsafe.Pointer, iconified C.int) {
isIconified := glfwbool(iconified)
w := windows.get((*C.GLFWwindow)(window))
w.fIconifyHolder(w, isIconified)
}
// DefaultWindowHints resets all window hints to their default values.
//
// This function may only be called from the main thread.
func DefaultWindowHints() {
C.glfwDefaultWindowHints()
panicError()
}
// WindowHint sets hints for the next call to CreateWindow. The hints,
// once set, retain their values until changed by a call to WindowHint or
// DefaultWindowHints, or until the library is terminated with Terminate.
//
// This function may only be called from the main thread.
func WindowHint(target Hint, hint int) {
C.glfwWindowHint(C.int(target), C.int(hint))
panicError()
}
// CreateWindow creates a window and its associated context. Most of the options
// controlling how the window and its context should be created are specified
// through Hint.
//
// Successful creation does not change which context is current. Before you can
// use the newly created context, you need to make it current using
// MakeContextCurrent.
//
// Note that the created window and context may differ from what you requested,
// as not all parameters and hints are hard constraints. This includes the size
// of the window, especially for full screen windows. To retrieve the actual
// attributes of the created window and context, use queries like
// GetWindowAttrib and GetWindowSize.
//
// To create the window at a specific position, make it initially invisible using
// the Visible window hint, set its position and then show it.
//
// If a fullscreen window is active, the screensaver is prohibited from starting.
//
// Windows: If the executable has an icon resource named GLFW_ICON, it will be
// set as the icon for the window. If no such icon is present, the IDI_WINLOGO
// icon will be used instead.
//
// Mac OS X: The GLFW window has no icon, as it is not a document window, but the
// dock icon will be the same as the application bundle's icon. Also, the first
// time a window is opened the menu bar is populated with common commands like
// Hide, Quit and About. The (minimal) about dialog uses information from the
// application's bundle. For more information on bundles, see the Bundle
// Programming Guide provided by Apple.
//
// This function may only be called from the main thread.
func CreateWindow(width, height int, title string, monitor *Monitor, share *Window) (*Window, error) {
var (
m *C.GLFWmonitor
s *C.GLFWwindow
)
t := C.CString(title)
defer C.free(unsafe.Pointer(t))
if monitor != nil {
m = monitor.data
}
if share != nil {
s = share.data
}
w := C.glfwCreateWindow(C.int(width), C.int(height), t, m, s)
if w == nil {
return nil, acceptError(APIUnavailable, VersionUnavailable)
}
wnd := &Window{data: w}
windows.put(wnd)
return wnd, nil
}
// Destroy destroys the specified window and its context. On calling this
// function, no further callbacks will be called for that window.
//
// This function may only be called from the main thread.
func (w *Window) Destroy() {
windows.remove(w.data)
C.glfwDestroyWindow(w.data)
panicError()
}
// ShouldClose reports the value of the close flag of the specified window.
func (w *Window) ShouldClose() bool {
ret := glfwbool(C.glfwWindowShouldClose(w.data))
panicError()
return ret
}
// SetShouldClose sets the value of the close flag of the window. This can be
// used to override the user's attempt to close the window, or to signal that it
// should be closed.
func (w *Window) SetShouldClose(value bool) {
if !value {
C.glfwSetWindowShouldClose(w.data, C.GL_FALSE)
} else {
C.glfwSetWindowShouldClose(w.data, C.GL_TRUE)
}
panicError()
}
// SetTitle sets the window title, encoded as UTF-8, of the window.
//
// This function may only be called from the main thread.
func (w *Window) SetTitle(title string) {
t := C.CString(title)
defer C.free(unsafe.Pointer(t))
C.glfwSetWindowTitle(w.data, t)
panicError()
}
// SetIcon sets the icon of the specified window. If passed an array of candidate images,
// those of or closest to the sizes desired by the system are selected. If no images are
// specified, the window reverts to its default icon.
//
// The image is ideally provided in the form of *image.NRGBA.
// The pixels are 32-bit, little-endian, non-premultiplied RGBA, i.e. eight
// bits per channel with the red channel first. They are arranged canonically
// as packed sequential rows, starting from the top-left corner. If the image
// type is not *image.NRGBA, it will be converted to it.
//
// The desired image sizes varies depending on platform and system settings. The selected
// images will be rescaled as needed. Good sizes include 16x16, 32x32 and 48x48.
func (w *Window) SetIcon(images []image.Image) {
count := len(images)
cimages := make([]C.GLFWimage, count)
freePixels := make([]func(), count)
for i, img := range images {
var pixels []uint8
b := img.Bounds()
switch img := img.(type) {
case *image.NRGBA:
pixels = img.Pix
default:
m := image.NewNRGBA(image.Rect(0, 0, b.Dx(), b.Dy()))
draw.Draw(m, m.Bounds(), img, b.Min, draw.Src)
pixels = m.Pix
}
pix, free := bytes(pixels)
freePixels[i] = free
cimages[i].width = C.int(b.Dx())
cimages[i].height = C.int(b.Dy())
cimages[i].pixels = (*C.uchar)(pix)
}
var p *C.GLFWimage
if count > 0 {
p = &cimages[0]
}
C.glfwSetWindowIcon(w.data, C.int(count), p)
for _, v := range freePixels {
v()
}
panicError()
}
// GetPos returns the position, in screen coordinates, of the upper-left
// corner of the client area of the window.
func (w *Window) GetPos() (x, y int) {
var xpos, ypos C.int
C.glfwGetWindowPos(w.data, &xpos, &ypos)
panicError()
return int(xpos), int(ypos)
}
// SetPos sets the position, in screen coordinates, of the upper-left corner
// of the client area of the window.
//
// If it is a full screen window, this function does nothing.
//
// If you wish to set an initial window position you should create a hidden
// window (using Hint and Visible), set its position and then show it.
//
// It is very rarely a good idea to move an already visible window, as it will
// confuse and annoy the user.
//
// The window manager may put limits on what positions are allowed.
//
// This function may only be called from the main thread.
func (w *Window) SetPos(xpos, ypos int) {
C.glfwSetWindowPos(w.data, C.int(xpos), C.int(ypos))
panicError()
}
// GetSize returns the size, in screen coordinates, of the client area of the
// specified window.
func (w *Window) GetSize() (width, height int) {
var wi, h C.int
C.glfwGetWindowSize(w.data, &wi, &h)
panicError()
return int(wi), int(h)
}
// SetSize sets the size, in screen coordinates, of the client area of the
// window.
//
// For full screen windows, this function selects and switches to the resolution
// closest to the specified size, without affecting the window's context. As the
// context is unaffected, the bit depths of the framebuffer remain unchanged.
//
// The window manager may put limits on what window sizes are allowed.
//
// This function may only be called from the main thread.
func (w *Window) SetSize(width, height int) {
C.glfwSetWindowSize(w.data, C.int(width), C.int(height))
panicError()
}
// SetSizeLimits sets the size limits of the client area of the specified window.
// If the window is full screen or not resizable, this function does nothing.
//
// The size limits are applied immediately and may cause the window to be resized.
func (w *Window) SetSizeLimits(minw, minh, maxw, maxh int) {
C.glfwSetWindowSizeLimits(w.data, C.int(minw), C.int(minh), C.int(maxw), C.int(maxh))
panicError()
}
// SetAspectRatio sets the required aspect ratio of the client area of the specified window.
// If the window is full screen or not resizable, this function does nothing.
//
// The aspect ratio is specified as a numerator and a denominator and both values must be greater
// than zero. For example, the common 16:9 aspect ratio is specified as 16 and 9, respectively.
//
// If the numerator and denominator is set to glfw.DontCare then the aspect ratio limit is disabled.
//
// The aspect ratio is applied immediately and may cause the window to be resized.
func (w *Window) SetAspectRatio(numer, denom int) {
C.glfwSetWindowAspectRatio(w.data, C.int(numer), C.int(denom))
panicError()
}
// GetFramebufferSize retrieves the size, in pixels, of the framebuffer of the
// specified window.
func (w *Window) GetFramebufferSize() (width, height int) {
var wi, h C.int
C.glfwGetFramebufferSize(w.data, &wi, &h)
panicError()
return int(wi), int(h)
}
// GetFrameSize retrieves the size, in screen coordinates, of each edge of the frame
// of the specified window. This size includes the title bar, if the window has one.
// The size of the frame may vary depending on the window-related hints used to create it.
//
// Because this function retrieves the size of each window frame edge and not the offset
// along a particular coordinate axis, the retrieved values will always be zero or positive.
func (w *Window) GetFrameSize() (left, top, right, bottom int) {
var l, t, r, b C.int
C.glfwGetWindowFrameSize(w.data, &l, &t, &r, &b)
panicError()
return int(l), int(t), int(r), int(b)
}
// Focus brings the specified window to front and sets input focus.
// The window should already be visible and not iconified.
//
// By default, both windowed and full screen mode windows are focused when initially created.
// Set the glfw.Focused to disable this behavior.
//
// Do not use this function to steal focus from other applications unless you are certain that
// is what the user wants. Focus stealing can be extremely disruptive.
func (w *Window) Focus() error {
C.glfwFocusWindow(w.data)
return acceptError(APIUnavailable)
}
// Iconify iconifies/minimizes the window, if it was previously restored. If it
// is a full screen window, the original monitor resolution is restored until the
// window is restored. If the window is already iconified, this function does
// nothing.
//
// This function may only be called from the main thread.
func (w *Window) Iconify() error {
C.glfwIconifyWindow(w.data)
return acceptError(APIUnavailable)
}
// Maximize maximizes the specified window if it was previously not maximized.
// If the window is already maximized, this function does nothing.
//
// If the specified window is a full screen window, this function does nothing.
func (w *Window) Maximize() error {
C.glfwMaximizeWindow(w.data)
return acceptError(APIUnavailable)
}
// Restore restores the window, if it was previously iconified/minimized. If it
// is a full screen window, the resolution chosen for the window is restored on
// the selected monitor. If the window is already restored, this function does
// nothing.
//
// This function may only be called from the main thread.
func (w *Window) Restore() error {
C.glfwRestoreWindow(w.data)
return acceptError(APIUnavailable)
}
// Show makes the window visible, if it was previously hidden. If the window is
// already visible or is in full screen mode, this function does nothing.
//
// This function may only be called from the main thread.
func (w *Window) Show() {
C.glfwShowWindow(w.data)
panicError()
}
// Hide hides the window, if it was previously visible. If the window is already
// hidden or is in full screen mode, this function does nothing.
//
// This function may only be called from the main thread.
func (w *Window) Hide() {
C.glfwHideWindow(w.data)
panicError()
}
// GetMonitor returns the handle of the monitor that the window is in
// fullscreen on.
//
// Returns nil if the window is in windowed mode.
func (w *Window) GetMonitor() *Monitor {
m := C.glfwGetWindowMonitor(w.data)
panicError()
if m == nil {
return nil
}
return &Monitor{m}
}
// SetMonitor sets the monitor that the window uses for full screen mode or,
// if the monitor is NULL, makes it windowed mode.
//
// When setting a monitor, this function updates the width, height and refresh
// rate of the desired video mode and switches to the video mode closest to it.
// The window position is ignored when setting a monitor.
//
// When the monitor is NULL, the position, width and height are used to place
// the window client area. The refresh rate is ignored when no monitor is specified.
// If you only wish to update the resolution of a full screen window or the size of
// a windowed mode window, see window.SetSize.
//
// When a window transitions from full screen to windowed mode, this function
// restores any previous window settings such as whether it is decorated, floating,
// resizable, has size or aspect ratio limits, etc..
func (w *Window) SetMonitor(monitor *Monitor, xpos, ypos, width, height, refreshRate int) {
var m *C.GLFWmonitor
if monitor == nil {
m = nil
} else {
m = monitor.data
}
C.glfwSetWindowMonitor(w.data, m, C.int(xpos), C.int(ypos), C.int(width), C.int(height), C.int(refreshRate))
panicError()
}
// GetAttrib returns an attribute of the window. There are many attributes,
// some related to the window and others to its context.
func (w *Window) GetAttrib(attrib Hint) int {
ret := int(C.glfwGetWindowAttrib(w.data, C.int(attrib)))
panicError()
return ret
}
// SetUserPointer sets the user-defined pointer of the window. The current value
// is retained until the window is destroyed. The initial value is nil.
func (w *Window) SetUserPointer(pointer unsafe.Pointer) {
C.glfwSetWindowUserPointer(w.data, pointer)
panicError()
}
// GetUserPointer returns the current value of the user-defined pointer of the
// window. The initial value is nil.
func (w *Window) GetUserPointer() unsafe.Pointer {
ret := C.glfwGetWindowUserPointer(w.data)
panicError()
return ret
}
// PosCallback is the window position callback.
type PosCallback func(w *Window, xpos int, ypos int)
// SetPosCallback sets the position callback of the window, which is called
// when the window is moved. The callback is provided with the screen position
// of the upper-left corner of the client area of the window.
func (w *Window) SetPosCallback(cbfun PosCallback) (previous PosCallback) {
previous = w.fPosHolder
w.fPosHolder = cbfun
if cbfun == nil {
C.glfwSetWindowPosCallback(w.data, nil)
} else {
C.glfwSetWindowPosCallbackCB(w.data)
}
panicError()
return previous
}
// SizeCallback is the window size callback.
type SizeCallback func(w *Window, width int, height int)
// SetSizeCallback sets the size callback of the window, which is called when
// the window is resized. The callback is provided with the size, in screen
// coordinates, of the client area of the window.
func (w *Window) SetSizeCallback(cbfun SizeCallback) (previous SizeCallback) {
previous = w.fSizeHolder
w.fSizeHolder = cbfun
if cbfun == nil {
C.glfwSetWindowSizeCallback(w.data, nil)
} else {
C.glfwSetWindowSizeCallbackCB(w.data)
}
panicError()
return previous
}
// FramebufferSizeCallback is the framebuffer size callback.
type FramebufferSizeCallback func(w *Window, width int, height int)
// SetFramebufferSizeCallback sets the framebuffer resize callback of the specified
// window, which is called when the framebuffer of the specified window is resized.
func (w *Window) SetFramebufferSizeCallback(cbfun FramebufferSizeCallback) (previous FramebufferSizeCallback) {
previous = w.fFramebufferSizeHolder
w.fFramebufferSizeHolder = cbfun
if cbfun == nil {
C.glfwSetFramebufferSizeCallback(w.data, nil)
} else {
C.glfwSetFramebufferSizeCallbackCB(w.data)
}
panicError()
return previous
}
// CloseCallback is the window close callback.
type CloseCallback func(w *Window)
// SetCloseCallback sets the close callback of the window, which is called when
// the user attempts to close the window, for example by clicking the close
// widget in the title bar.
//
// The close flag is set before this callback is called, but you can modify it at
// any time with SetShouldClose.
//
// Mac OS X: Selecting Quit from the application menu will trigger the close
// callback for all windows.
func (w *Window) SetCloseCallback(cbfun CloseCallback) (previous CloseCallback) {
previous = w.fCloseHolder
w.fCloseHolder = cbfun
if cbfun == nil {
C.glfwSetWindowCloseCallback(w.data, nil)
} else {
C.glfwSetWindowCloseCallbackCB(w.data)
}
panicError()
return previous
}
// RefreshCallback is the window refresh callback.
type RefreshCallback func(w *Window)
// SetRefreshCallback sets the refresh callback of the window, which
// is called when the client area of the window needs to be redrawn, for example
// if the window has been exposed after having been covered by another window.
//
// On compositing window systems such as Aero, Compiz or Aqua, where the window
// contents are saved off-screen, this callback may be called only very
// infrequently or never at all.
func (w *Window) SetRefreshCallback(cbfun RefreshCallback) (previous RefreshCallback) {
previous = w.fRefreshHolder
w.fRefreshHolder = cbfun
if cbfun == nil {
C.glfwSetWindowRefreshCallback(w.data, nil)
} else {
C.glfwSetWindowRefreshCallbackCB(w.data)
}
panicError()
return previous
}
// FocusCallback is the window focus callback.
type FocusCallback func(w *Window, focused bool)
// SetFocusCallback sets the focus callback of the window, which is called when
// the window gains or loses focus.
//
// After the focus callback is called for a window that lost focus, synthetic key
// and mouse button release events will be generated for all such that had been
// pressed. For more information, see SetKeyCallback and SetMouseButtonCallback.
func (w *Window) SetFocusCallback(cbfun FocusCallback) (previous FocusCallback) {
previous = w.fFocusHolder
w.fFocusHolder = cbfun
if cbfun == nil {
C.glfwSetWindowFocusCallback(w.data, nil)
} else {
C.glfwSetWindowFocusCallbackCB(w.data)
}
panicError()
return previous
}
// IconifyCallback is the window iconification callback.
type IconifyCallback func(w *Window, iconified bool)
// SetIconifyCallback sets the iconification callback of the window, which is
// called when the window is iconified or restored.
func (w *Window) SetIconifyCallback(cbfun IconifyCallback) (previous IconifyCallback) {
previous = w.fIconifyHolder
w.fIconifyHolder = cbfun
if cbfun == nil {
C.glfwSetWindowIconifyCallback(w.data, nil)
} else {
C.glfwSetWindowIconifyCallbackCB(w.data)
}
panicError()
return previous
}
// SetClipboardString sets the system clipboard to the specified UTF-8 encoded
// string.
//
// This function may only be called from the main thread.
func (w *Window) SetClipboardString(str string) {
cp := C.CString(str)
defer C.free(unsafe.Pointer(cp))
C.glfwSetClipboardString(w.data, cp)
panicError()
}
// GetClipboardString returns the contents of the system clipboard, if it
// contains or is convertible to a UTF-8 encoded string.
//
// This function may only be called from the main thread.
func (w *Window) GetClipboardString() (string, error) {
cs := C.glfwGetClipboardString(w.data)
if cs == nil {
return "", acceptError(FormatUnavailable)
}
return C.GoString(cs), nil
}
// PollEvents processes only those events that have already been received and
// then returns immediately. Processing events will cause the window and input
// callbacks associated with those events to be called.
//
// This function is not required for joystick input to work.
//
// This function may not be called from a callback.
//
// This function may only be called from the main thread.
func PollEvents() {
C.glfwPollEvents()
panicError()
}
// WaitEvents puts the calling thread to sleep until at least one event has been
// received. Once one or more events have been recevied, it behaves as if
// PollEvents was called, i.e. the events are processed and the function then
// returns immediately. Processing events will cause the window and input
// callbacks associated with those events to be called.
//
// Since not all events are associated with callbacks, this function may return
// without a callback having been called even if you are monitoring all
// callbacks.
//
// This function may not be called from a callback.
//
// This function may only be called from the main thread.
func WaitEvents() {
C.glfwWaitEvents()
panicError()
}
// WaitEventsTimeout puts the calling thread to sleep until at least one event is available in the
// event queue, or until the specified timeout is reached. If one or more events are available,
// it behaves exactly like PollEvents, i.e. the events in the queue are processed and the function
// then returns immediately. Processing events will cause the window and input callbacks associated
// with those events to be called.
//
// The timeout value must be a positive finite number.
//
// Since not all events are associated with callbacks, this function may return without a callback
// having been called even if you are monitoring all callbacks.
//
// On some platforms, a window move, resize or menu operation will cause event processing to block.
// This is due to how event processing is designed on those platforms. You can use the window
// refresh callback to redraw the contents of your window when necessary during such operations.
//
// On some platforms, certain callbacks may be called outside of a call to one of the event
// processing functions.
//
// If no windows exist, this function returns immediately. For synchronization of threads in
// applications that do not create windows, use native Go primitives.
//
// Event processing is not required for joystick input to work.
func WaitEventsTimeout(timeout float64) {
C.glfwWaitEventsTimeout(C.double(timeout))
panicError()
}
// PostEmptyEvent posts an empty event from the current thread to the main
// thread event queue, causing WaitEvents to return.
//
// If no windows exist, this function returns immediately. For synchronization of threads in
// applications that do not create windows, use native Go primitives.
//
// This function may be called from secondary threads.
func PostEmptyEvent() {
C.glfwPostEmptyEvent()
panicError()
}