ebiten/window.go

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// Copyright 2019 The Ebiten Authors
//
// 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.
package ebiten
import (
"image"
"sync"
)
const (
maxInt = int(^uint(0) >> 1)
minInt = -maxInt - 1
invalidPos = minInt
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)
// IsWindowDecorated reports whether the window is decorated.
//
// IsWindowDecorated is concurrent-safe.
func IsWindowDecorated() bool {
if w := uiDriver().Window(); w != nil {
return w.IsDecorated()
}
return false
}
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// SetWindowDecorated sets the state if the window is decorated.
//
// The window is decorated by default.
//
// SetWindowDecorated works only on desktops.
// SetWindowDecorated does nothing on other platforms.
//
// SetWindowDecorated is concurrent-safe.
func SetWindowDecorated(decorated bool) {
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if w := uiDriver().Window(); w != nil {
w.SetDecorated(decorated)
}
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}
// IsWindowResizable reports whether the window is resizable by the user's dragging on desktops.
// On the other environments, IsWindowResizable always returns false.
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//
// IsWindowResizable is concurrent-safe.
func IsWindowResizable() bool {
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if w := uiDriver().Window(); w != nil {
return w.IsResizable()
}
return false
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}
// SetWindowResizable sets whether the window is resizable by the user's dragging on desktops.
// On the other environments, SetWindowResizable does nothing.
//
// The window is not resizable by default.
//
// If SetWindowResizable is called with true and Run is used, SetWindowResizable panics. Use RunGame instead.
//
// SetWindowResizable is concurrent-safe.
func SetWindowResizable(resizable bool) {
theUIContext.setWindowResizable(resizable)
}
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// SetWindowTitle sets the title of the window.
//
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// SetWindowTitle updated the title on browsers, but now does nothing on browsers as of 1.11.0-alpha.
//
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// SetWindowTitle does nothing on mobiles.
//
// SetWindowTitle is concurrent-safe.
func SetWindowTitle(title string) {
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if w := uiDriver().Window(); w != nil {
w.SetTitle(title)
}
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}
// SetWindowIcon sets the icon of the game window.
//
// If len(iconImages) is 0, SetWindowIcon reverts the icon to the default one.
//
// For desktops, see the document of glfwSetWindowIcon of GLFW 3.2:
//
// This function 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 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.
//
// As macOS windows don't have icons, SetWindowIcon doesn't work on macOS.
//
// SetWindowIcon doesn't work on browsers or mobiles.
//
// SetWindowIcon is concurrent-safe.
func SetWindowIcon(iconImages []image.Image) {
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if w := uiDriver().Window(); w != nil {
w.SetIcon(iconImages)
}
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}
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// WindowPosition returns the window position.
// The origin position is the left-upper corner of the current monitor.
// The unit is device-independent pixels.
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//
// WindowPosition panics if the main loop does not start yet.
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//
// WindowPosition returns the last window position on fullscreen mode.
//
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// WindowPosition returns (0, 0) on browsers and mobiles.
//
// WindowPosition is concurrent-safe.
func WindowPosition() (x, y int) {
if x, y, ok := getInitWindowPosition(); ok {
return x, y
}
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if w := uiDriver().Window(); w != nil {
return w.Position()
}
return 0, 0
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}
// SetWindowPosition sets the window position.
// The origin position is the left-upper corner of the current monitor.
// The unit is device-independent pixels.
//
// SetWindowPosition does nothing on fullscreen mode.
//
// SetWindowPosition does nothing on browsers and mobiles.
//
// SetWindowPosition is concurrent-safe.
func SetWindowPosition(x, y int) {
if setInitWindowPosition(x, y) {
return
}
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if w := uiDriver().Window(); w != nil {
w.SetPosition(x, y)
}
}
var (
windowM sync.Mutex
initWindowPosition = &struct {
x int
y int
}{
x: invalidPos,
y: invalidPos,
}
)
func getInitWindowPosition() (x, y int, ok bool) {
windowM.Lock()
defer windowM.Unlock()
if initWindowPosition == nil {
return 0, 0, false
}
if initWindowPosition.x == invalidPos || initWindowPosition.y == invalidPos {
return 0, 0, false
}
return initWindowPosition.x, initWindowPosition.y, true
}
func setInitWindowPosition(x, y int) bool {
windowM.Lock()
defer windowM.Unlock()
if initWindowPosition == nil {
return false
}
initWindowPosition.x = x
initWindowPosition.y = y
return true
}
func fixWindowPosition(width, height int) {
windowM.Lock()
defer windowM.Unlock()
defer func() {
initWindowPosition = nil
}()
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w := uiDriver().Window()
if w == nil {
return
}
if initWindowPosition.x == invalidPos || initWindowPosition.y == invalidPos {
sw, sh := uiDriver().ScreenSizeInFullscreen()
x := (sw - width) / 2
y := (sh - height) / 3
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w.SetPosition(x, y)
} else {
w.SetPosition(initWindowPosition.x, initWindowPosition.y)
}
}
// WindowSize returns the window size on desktops.
// WindowSize returns (0, 0) on other environments.
//
// On fullscreen mode, WindowSize returns the original window size.
//
// WindowSize is concurrent-safe.
func WindowSize() (int, int) {
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if w := uiDriver().Window(); w != nil {
return w.Size()
}
return 0, 0
}
// SetWindowSize sets the window size on desktops.
// SetWindowSize does nothing on other environments.
//
// On fullscreen mode, SetWindowSize sets the original window size.
//
// SetWindowSize panics if width or height is not a positive number.
//
// SetWindowSize is concurrent-safe.
func SetWindowSize(width, height int) {
if width <= 0 || height <= 0 {
panic("ebiten: width and height must be positive")
}
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if w := uiDriver().Window(); w != nil {
w.SetSize(width, height)
}
}
// IsWindowFloating reports whether the window is always shown above all the other windows.
//
// IsWindowFloating returns false on browsers and mobiles.
//
// IsWindowFloating is concurrent-safe.
func IsWindowFloating() bool {
if w := uiDriver().Window(); w != nil {
return w.IsFloating()
}
return false
}
// SetWindowFloating sets the state whether the window is always shown above all the other windows.
//
// SetWindowFloating does nothing on browsers or mobiles.
//
// SetWindowFloating is concurrent-safe.
func SetWindowFloating(float bool) {
if w := uiDriver().Window(); w != nil {
w.SetFloating(float)
}
}
// MaximizeWindow maximizes the window.
//
// MaximizeWindow panics when the window is not resizable.
//
// MaximizeWindow does nothing on browsers or mobiles.
//
// MaximizeWindow is concurrent-safe.
func MaximizeWindow() {
if !IsWindowResizable() {
panic("ebiten: a window to maximize must be resizable")
}
if w := uiDriver().Window(); w != nil {
w.Maximize()
}
}
// IsWindowMaximized reports whether the window is maximized or not.
//
// IsWindowMaximized returns false when the window is not resizable.
//
// IsWindowMaximized always returns false on browsers and mobiles.
//
// IsWindowMaximized is concurrent-safe.
func IsWindowMaximized() bool {
if !IsWindowResizable() {
return false
}
if w := uiDriver().Window(); w != nil {
return w.IsMaximized()
}
return false
}
// MinimizeWindow minimizes the window.
//
// If the main loop does not start yet, MinimizeWindow does nothing.
//
// MinimizeWindow does nothing on browsers or mobiles.
//
// MinimizeWindow is concurrent-safe.
func MinimizeWindow() {
if w := uiDriver().Window(); w != nil {
w.Minimize()
}
}
// IsWindowMinimized reports whether the window is minimized or not.
//
// IsWindowMinimized always returns false on browsers and mobiles.
//
// IsWindowMinimized is concurrent-safe.
func IsWindowMinimized() bool {
if w := uiDriver().Window(); w != nil {
return w.IsMinimized()
}
return false
}
// RestoreWindow restores the window from its maximized or minimized state.
//
// RestoreWindow panics when the window is not maximized nor minimized.
//
// RestoreWindow is concurrent-safe.
func RestoreWindow() {
if !IsWindowMaximized() && !IsWindowMinimized() {
panic("ebiten: RestoreWindow must be called on a maximized or a minimized window")
}
if w := uiDriver().Window(); w != nil {
w.Restore()
}
}