func NewControllerManager(window *glfw.Window) *ControllerManager {
	var controllerList []Controller
	c := &ControllerManager{controllerList}
	window.SetKeyCallback(c.KeyCallback)
	window.SetMouseButtonCallback(c.MouseButtonCallback)
	window.SetCursorPosCallback(c.CursorPosCallback)
	window.SetScrollCallback(c.ScrollCallback)
	return c
}
Exemple #2
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func NewEventHandler(w *glfw.Window) (e *EventHandler) {
	e = &EventHandler{
		Events: make(chan Event, 100),
		window: w,
	}
	// See http://www.glfw.org/docs/latest/input.html#input_keyboard
	w.SetInputMode(glfw.StickyKeysMode, 1)
	w.SetCursorPosCallback(e.onMouseMove)
	w.SetKeyCallback(e.onKey)
	w.SetMouseButtonCallback(e.onMouseButton)
	return
}
// NewOpenGlWindow tries to initialize the OpenGL environment and returns a
// new window instance.
func NewOpenGlWindow() (window *OpenGlWindow, err error) {
	if err = glfw.Init(); err == nil {
		glfw.WindowHint(glfw.ClientAPI, glfw.OpenGLAPI)
		glfw.WindowHint(glfw.ContextVersionMajor, 3)
		glfw.WindowHint(glfw.ContextVersionMinor, 2)
		glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
		glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)
		var glfwWindow *glfw.Window
		glfwWindow, err = glfw.CreateWindow(320, 200, "shocked", nil, nil)
		if err == nil {
			glfwWindow.MakeContextCurrent()

			window = &OpenGlWindow{
				AbstractOpenGlWindow: env.InitAbstractOpenGlWindow(),
				glfwWindow:           glfwWindow,
				glWrapper:            NewOpenGl()}

			glfwWindow.SetCursorPosCallback(window.onCursorPos)
			glfwWindow.SetMouseButtonCallback(window.onMouseButton)
			glfwWindow.SetScrollCallback(window.onMouseScroll)
		}
	}
	return
}