ebiten/examples/windowsize/main.go

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// Copyright 2015 Hajime Hoshi
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
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// +build example
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package main
import (
"bytes"
"flag"
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"fmt"
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"image"
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_ "image/jpeg"
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"log"
"math"
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"math/rand"
"strconv"
"strings"
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"time"
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"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
"github.com/hajimehoshi/ebiten/v2/examples/resources/images"
"github.com/hajimehoshi/ebiten/v2/inpututil"
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)
var (
flagFullscreen = flag.Bool("fullscreen", false, "fullscreen")
flagResizable = flag.Bool("resizable", false, "make the window resizable")
flagWindowPosition = flag.String("windowposition", "", "window position (e.g., 100,200)")
flagScreenTransparent = flag.Bool("screentransparent", false, "screen transparent")
flagAutoAdjusting = flag.Bool("autoadjusting", false, "make the game screen auto-adjusting")
flagFloating = flag.Bool("floating", false, "make the window floating")
flagMaximize = flag.Bool("maximize", false, "maximize the window")
flagVsync = flag.Bool("vsync", true, "enable vsync")
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flagInitFocused = flag.Bool("initfocused", true, "whether the window is focused on start")
)
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func init() {
flag.Parse()
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rand.Seed(time.Now().UnixNano())
}
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const (
initScreenWidth = 480
initScreenHeight = 360
initScreenScale = 1
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)
var (
gophersImage *ebiten.Image
count = 0
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)
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func createRandomIconImage() image.Image {
const size = 32
rf := float64(rand.Intn(0x100))
gf := float64(rand.Intn(0x100))
bf := float64(rand.Intn(0x100))
img := ebiten.NewImage(size, size)
pix := make([]byte, 4*size*size)
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for j := 0; j < size; j++ {
for i := 0; i < size; i++ {
af := float64(i+j) / float64(2*size)
if af > 0 {
pix[4*(j*size+i)] = byte(rf * af)
pix[4*(j*size+i)+1] = byte(gf * af)
pix[4*(j*size+i)+2] = byte(bf * af)
pix[4*(j*size+i)+3] = byte(af * 0xff)
}
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}
}
img.ReplacePixels(pix)
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return img
}
type game struct {
width int
height int
transparent bool
}
func (g *game) Layout(outsideWidth, outsideHeight int) (int, int) {
if *flagAutoAdjusting {
g.width, g.height = outsideWidth, outsideHeight
return outsideWidth, outsideHeight
}
// Ignore the outside size. This means that the offscreen is not adjusted with the outside world.
return g.width, g.height
}
func (g *game) Update() error {
var (
screenWidth int
screenHeight int
screenScale float64
)
screenWidth = g.width
screenHeight = g.height
if ww, wh := ebiten.WindowSize(); ww > 0 && wh > 0 {
screenScale = math.Min(float64(ww)/float64(g.width), float64(wh)/float64(g.height))
} else {
// ebiten.WindowSize can return (0, 0) on browsers or mobiles.
screenScale = 1
}
fullscreen := ebiten.IsFullscreen()
runnableOnUnfocused := ebiten.IsRunnableOnUnfocused()
cursorVisible := ebiten.CursorMode() == ebiten.CursorModeVisible
vsyncEnabled := ebiten.IsVsyncEnabled()
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tps := ebiten.MaxTPS()
decorated := ebiten.IsWindowDecorated()
positionX, positionY := ebiten.WindowPosition()
g.transparent = ebiten.IsScreenTransparent()
floating := ebiten.IsWindowFloating()
resizable := ebiten.IsWindowResizable()
screenCleared := ebiten.IsScreenClearedEveryFrame()
const d = 16
toUpdateWindowSize := false
if ebiten.IsKeyPressed(ebiten.KeyShift) {
if inpututil.IsKeyJustPressed(ebiten.KeyUp) {
screenHeight += d
toUpdateWindowSize = true
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}
if inpututil.IsKeyJustPressed(ebiten.KeyDown) {
if 16 < screenHeight && d < screenHeight {
screenHeight -= d
toUpdateWindowSize = true
}
}
if inpututil.IsKeyJustPressed(ebiten.KeyLeft) {
if 16 < screenWidth && d < screenWidth {
screenWidth -= d
toUpdateWindowSize = true
}
}
if inpututil.IsKeyJustPressed(ebiten.KeyRight) {
screenWidth += d
toUpdateWindowSize = true
}
} else {
if inpututil.IsKeyJustPressed(ebiten.KeyUp) {
positionY -= d
}
if inpututil.IsKeyJustPressed(ebiten.KeyDown) {
positionY += d
}
if inpututil.IsKeyJustPressed(ebiten.KeyLeft) {
positionX -= d
}
if inpututil.IsKeyJustPressed(ebiten.KeyRight) {
positionX += d
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}
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}
if inpututil.IsKeyJustPressed(ebiten.KeyS) && !*flagAutoAdjusting {
switch {
case screenScale < 1:
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screenScale = 1
case screenScale < 1.5:
screenScale = 1.5
case screenScale < 2:
screenScale = 2
default:
screenScale = 0.75
}
toUpdateWindowSize = true
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}
if inpututil.IsKeyJustPressed(ebiten.KeyF) {
fullscreen = !fullscreen
}
if inpututil.IsKeyJustPressed(ebiten.KeyU) {
runnableOnUnfocused = !runnableOnUnfocused
}
if inpututil.IsKeyJustPressed(ebiten.KeyC) {
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cursorVisible = !cursorVisible
}
if inpututil.IsKeyJustPressed(ebiten.KeyV) {
vsyncEnabled = !vsyncEnabled
}
if inpututil.IsKeyJustPressed(ebiten.KeyT) {
switch tps {
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case ebiten.UncappedTPS:
tps = 30
case 30:
tps = 60
case 60:
tps = 120
case 120:
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tps = ebiten.UncappedTPS
default:
panic("not reached")
}
}
if inpututil.IsKeyJustPressed(ebiten.KeyD) {
decorated = !decorated
}
if inpututil.IsKeyJustPressed(ebiten.KeyL) {
floating = !floating
}
if inpututil.IsKeyJustPressed(ebiten.KeyR) {
resizable = !resizable
}
if inpututil.IsKeyJustPressed(ebiten.KeyW) {
screenCleared = !screenCleared
}
maximize := inpututil.IsKeyJustPressed(ebiten.KeyM)
minimize := inpututil.IsKeyJustPressed(ebiten.KeyN)
restore := false
if ebiten.IsWindowMaximized() || ebiten.IsWindowMinimized() {
restore = inpututil.IsKeyJustPressed(ebiten.KeyE)
}
if toUpdateWindowSize {
g.width = screenWidth
g.height = screenHeight
ebiten.SetWindowSize(int(float64(screenWidth)*screenScale), int(float64(screenHeight)*screenScale))
}
ebiten.SetFullscreen(fullscreen)
ebiten.SetRunnableOnUnfocused(runnableOnUnfocused)
if cursorVisible {
ebiten.SetCursorMode(ebiten.CursorModeVisible)
} else {
ebiten.SetCursorMode(ebiten.CursorModeHidden)
}
// Set vsync enabled only when this is needed.
// This makes a bug around vsync initialization more explicit (#1364).
if vsyncEnabled != ebiten.IsVsyncEnabled() {
ebiten.SetVsyncEnabled(vsyncEnabled)
}
ebiten.SetMaxTPS(tps)
ebiten.SetWindowDecorated(decorated)
ebiten.SetWindowPosition(positionX, positionY)
ebiten.SetWindowFloating(floating)
ebiten.SetScreenClearedEveryFrame(screenCleared)
if maximize && ebiten.IsWindowResizable() {
ebiten.MaximizeWindow()
}
if minimize {
ebiten.MinimizeWindow()
}
if restore {
ebiten.RestoreWindow()
}
ebiten.SetWindowResizable(resizable)
if inpututil.IsKeyJustPressed(ebiten.KeyI) {
ebiten.SetWindowIcon([]image.Image{createRandomIconImage()})
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}
count++
return nil
}
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func (g *game) Draw(screen *ebiten.Image) {
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w, h := gophersImage.Size()
w2, h2 := screen.Size()
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(float64(-w+w2)/2, float64(-h+h2)/2)
dx := math.Cos(2*math.Pi*float64(count)/360) * 20
dy := math.Sin(2*math.Pi*float64(count)/360) * 20
op.GeoM.Translate(dx, dy)
screen.DrawImage(gophersImage, op)
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wx, wy := ebiten.WindowPosition()
cx, cy := ebiten.CursorPosition()
tpsStr := "Uncapped"
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if t := ebiten.MaxTPS(); t != ebiten.UncappedTPS {
tpsStr = fmt.Sprintf("%d", t)
}
var lines []string
if !ebiten.IsWindowMaximized() && ebiten.IsWindowResizable() {
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lines = append(lines, "[M] Maximize the window (only for desktops)")
}
if !ebiten.IsWindowMinimized() {
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lines = append(lines, "[N] Minimize the window (only for desktops)")
}
if ebiten.IsWindowMaximized() || ebiten.IsWindowMinimized() {
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lines = append(lines, "[E] Restore the window from maximized/minimized state (only for desktops)")
}
msgM := strings.Join(lines, "\n")
msgR := "[R] Switch the window resizable state (only for desktops)\n"
fg := "Yes"
if !ebiten.IsFocused() {
fg = "No"
}
msg := fmt.Sprintf(`[Arrow keys] Move the window
[Shift + Arrow keys] Change the window size
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%s
[F] Switch the fullscreen state (only for desktops)
[U] Switch the runnable-on-unfocused state
[C] Switch the cursor visibility
[I] Change the window icon (only for desktops)
[V] Switch vsync
[T] Switch TPS (ticks per second)
[D] Switch the window decoration (only for desktops)
[L] Switch the window floating state (only for desktops)
[W] Switch whether to skip clearing the screen
%s
IsFocused?: %s
Windows Position: (%d, %d)
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Cursor: (%d, %d)
TPS: Current: %0.2f / Max: %s
FPS: %0.2f
Device Scale Factor: %0.2f`, msgM, msgR, fg, wx, wy, cx, cy, ebiten.CurrentTPS(), tpsStr, ebiten.CurrentFPS(), ebiten.DeviceScaleFactor())
ebitenutil.DebugPrint(screen, msg)
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}
func parseWindowPosition() (int, int, bool) {
if *flagWindowPosition == "" {
return 0, 0, false
}
tokens := strings.Split(*flagWindowPosition, ",")
if len(tokens) != 2 {
return 0, 0, false
}
x, err := strconv.Atoi(tokens[0])
if err != nil {
return 0, 0, false
}
y, err := strconv.Atoi(tokens[1])
if err != nil {
return 0, 0, false
}
return x, y, true
}
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func main() {
fmt.Printf("Device scale factor: %0.2f\n", ebiten.DeviceScaleFactor())
w, h := ebiten.ScreenSizeInFullscreen()
fmt.Printf("Screen size in fullscreen: %d, %d\n", w, h)
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// Decode image from a byte slice instead of a file so that
// this example works in any working directory.
// If you want to use a file, there are some options:
// 1) Use os.Open and pass the file to the image decoder.
// This is a very regular way, but doesn't work on browsers.
// 2) Use ebitenutil.OpenFile and pass the file to the image decoder.
// This works even on browsers.
// 3) Use ebitenutil.NewImageFromFile to create an ebiten.Image directly from a file.
// This also works on browsers.
img, _, err := image.Decode(bytes.NewReader(images.Gophers_jpg))
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if err != nil {
log.Fatal(err)
}
gophersImage = ebiten.NewImageFromImage(img)
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ebiten.SetWindowIcon([]image.Image{createRandomIconImage()})
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if x, y, ok := parseWindowPosition(); ok {
ebiten.SetWindowPosition(x, y)
}
ebiten.SetScreenTransparent(*flagScreenTransparent)
g := &game{
width: initScreenWidth,
height: initScreenHeight,
}
if *flagFullscreen {
ebiten.SetFullscreen(true)
}
if *flagResizable {
ebiten.SetWindowResizable(true)
}
if *flagFloating {
ebiten.SetWindowFloating(true)
}
if *flagMaximize {
ebiten.SetWindowResizable(true)
ebiten.MaximizeWindow()
}
ebiten.SetVsyncEnabled(*flagVsync)
if *flagAutoAdjusting {
ebiten.SetWindowResizable(true)
}
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ebiten.SetInitFocused(*flagInitFocused)
if !*flagInitFocused {
ebiten.SetRunnableOnUnfocused(true)
}
const title = "Window Size (Ebiten Demo)"
ww := int(float64(g.width) * initScreenScale)
wh := int(float64(g.height) * initScreenScale)
ebiten.SetWindowSize(ww, wh)
ebiten.SetWindowTitle(title)
if err := ebiten.RunGame(g); err != nil {
log.Fatal(err)
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}
}