ebiten/internal/ui/ui_glfw_windows.go

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// Copyright 2016 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.
package ui
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import (
"errors"
"fmt"
"runtime"
"syscall"
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"golang.org/x/sys/windows"
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"github.com/hajimehoshi/ebiten/v2/internal/glfw"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/directx"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl"
"github.com/hajimehoshi/ebiten/v2/internal/microsoftgdk"
"github.com/hajimehoshi/ebiten/v2/internal/winver"
)
type graphicsDriverCreatorImpl struct {
transparent bool
}
func (g *graphicsDriverCreatorImpl) newAuto() (graphicsdriver.Graphics, GraphicsLibrary, error) {
var dxErr error
var glErr error
if winver.IsWindows10OrGreater() {
d, err := g.newDirectX()
if err == nil {
return d, GraphicsLibraryDirectX, nil
}
dxErr = err
o, err := g.newOpenGL()
if err == nil {
return o, GraphicsLibraryOpenGL, nil
}
glErr = err
} else {
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// Creating a swap chain on an older machine than Windows 10 might fail (#2613).
// Prefer OpenGL to DirectX.
o, err := g.newOpenGL()
if err == nil {
return o, GraphicsLibraryOpenGL, nil
}
glErr = err
// Initializing OpenGL can fail, though this is pretty rare.
d, err := g.newDirectX()
if err == nil {
return d, GraphicsLibraryDirectX, nil
}
dxErr = err
}
return nil, GraphicsLibraryUnknown, fmt.Errorf("ui: failed to choose graphics drivers: DirectX: %v, OpenGL: %v", dxErr, glErr)
}
func (*graphicsDriverCreatorImpl) newOpenGL() (graphicsdriver.Graphics, error) {
return opengl.NewGraphics()
}
func (g *graphicsDriverCreatorImpl) newDirectX() (graphicsdriver.Graphics, error) {
if g.transparent {
return nil, fmt.Errorf("ui: DirectX is not available with a transparent window")
}
return directx.NewGraphics()
}
func (*graphicsDriverCreatorImpl) newMetal() (graphicsdriver.Graphics, error) {
return nil, nil
}
// glfwMonitorSizeInGLFWPixels must be called from the main thread.
func glfwMonitorSizeInGLFWPixels(m *glfw.Monitor) (int, int) {
vm := m.GetVideoMode()
return vm.Width, vm.Height
}
func dipFromGLFWPixel(x float64, monitor *Monitor) float64 {
return x / monitor.deviceScaleFactor()
}
func dipToGLFWPixel(x float64, monitor *Monitor) float64 {
return x * monitor.deviceScaleFactor()
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}
func (u *userInterfaceImpl) adjustWindowPosition(x, y int, monitor *Monitor) (int, int) {
if microsoftgdk.IsXbox() {
return x, y
}
mx := monitor.boundsInGLFWPixels.Min.X
my := monitor.boundsInGLFWPixels.Min.Y
// As the video width/height might be wrong,
// adjust x/y at least to enable to handle the window (#328)
if x < mx {
x = mx
}
t, err := _GetSystemMetrics(_SM_CYCAPTION)
if err != nil {
panic(err)
}
if y < my+int(t) {
y = my + int(t)
}
return x, y
}
func initialMonitorByOS() (*Monitor, error) {
if microsoftgdk.IsXbox() {
return theMonitors.primaryMonitor(), nil
}
px, py, err := _GetCursorPos()
if err != nil {
if errors.Is(err, windows.ERROR_ACCESS_DENIED) {
return nil, nil
}
return nil, err
}
x, y := int(px), int(py)
// Find the monitor including the cursor.
return theMonitors.monitorFromPosition(x, y), nil
}
func monitorFromWindowByOS(w *glfw.Window) *Monitor {
if microsoftgdk.IsXbox() {
return theMonitors.primaryMonitor()
}
return monitorFromWin32Window(windows.HWND(w.GetWin32Window()))
}
func monitorFromWin32Window(w windows.HWND) *Monitor {
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// Get the current monitor by the window handle instead of the window position. It is because the window
// position is not reliable in some cases e.g. when the window is put across multiple monitors.
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m := _MonitorFromWindow(w, _MONITOR_DEFAULTTONEAREST)
if m == 0 {
// monitorFromWindow can return error on Wine. Ignore this.
return nil
}
mi, err := _GetMonitorInfoW(m)
if err != nil {
panic(err)
}
x, y := int(mi.rcMonitor.left), int(mi.rcMonitor.top)
for _, m := range theMonitors.append(nil) {
mx := m.boundsInGLFWPixels.Min.X
my := m.boundsInGLFWPixels.Min.Y
if mx == x && my == y {
return m
}
}
return nil
}
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func (u *userInterfaceImpl) nativeWindow() uintptr {
return u.window.GetWin32Window()
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}
func (u *userInterfaceImpl) isNativeFullscreen() bool {
return false
}
func (u *userInterfaceImpl) isNativeFullscreenAvailable() bool {
return false
}
func (u *userInterfaceImpl) setNativeFullscreen(fullscreen bool) {
panic(fmt.Sprintf("ui: setNativeFullscreen is not implemented in this environment: %s", runtime.GOOS))
}
func (u *userInterfaceImpl) adjustViewSizeAfterFullscreen() {
}
func (u *userInterfaceImpl) setWindowResizingModeForOS(mode WindowResizingMode) {
}
func initializeWindowAfterCreation(w *glfw.Window) {
}
func (u *userInterfaceImpl) skipTaskbar() error {
// S_FALSE is returned when CoInitializeEx is nested. This is a successful case.
if err := windows.CoInitializeEx(0, windows.COINIT_MULTITHREADED); err != nil && !errors.Is(err, syscall.Errno(windows.S_FALSE)) {
return err
}
// CoUninitialize should be called even when CoInitializeEx returns S_FALSE.
defer windows.CoUninitialize()
ptr, err := _CoCreateInstance(&_CLSID_TaskbarList, nil, _CLSCTX_SERVER, &_IID_ITaskbarList)
if err != nil {
return err
}
t := (*_ITaskbarList)(ptr)
defer t.Release()
if err := t.DeleteTab(windows.HWND(u.window.GetWin32Window())); err != nil {
return err
}
return nil
}