ebiten/internal/ui/ui_glfw.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 darwin,!arm,!arm64 linux windows
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// +build !js
// +build !android
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// +build !ios
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package ui
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import (
"errors"
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"runtime"
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"sync"
"time"
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"github.com/go-gl/glfw/v3.2/glfw"
"github.com/hajimehoshi/ebiten/internal/opengl"
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)
type userInterface struct {
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window *glfw.Window
width int
height int
scale float64
funcs chan func()
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running bool
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sizeChanged bool
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m sync.Mutex
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}
var currentUI *userInterface
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func init() {
if err := initialize(); err != nil {
panic(err)
}
}
func initialize() error {
runtime.LockOSThread()
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if err := glfw.Init(); err != nil {
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return err
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}
glfw.WindowHint(glfw.Visible, glfw.False)
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glfw.WindowHint(glfw.Resizable, glfw.False)
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glfw.WindowHint(glfw.ContextVersionMajor, 2)
glfw.WindowHint(glfw.ContextVersionMinor, 1)
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// As start, create an window with temporary size to create OpenGL context thread.
window, err := glfw.CreateWindow(16, 16, "", nil, nil)
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if err != nil {
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return err
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}
u := &userInterface{
window: window,
funcs: make(chan func()),
sizeChanged: true,
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}
u.window.MakeContextCurrent()
glfw.SwapInterval(1)
currentUI = u
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return nil
}
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func RunMainThreadLoop(ch <-chan error) error {
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// TODO: Check this is done on the main thread.
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currentUI.setRunning(true)
defer func() {
currentUI.setRunning(false)
}()
for {
select {
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case f := <-currentUI.funcs:
f()
case err := <-ch:
// ch returns a value not only when an error occur but also it is closed.
return err
}
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}
}
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func (u *userInterface) isRunning() bool {
u.m.Lock()
defer u.m.Unlock()
return u.running
}
func (u *userInterface) setRunning(running bool) {
u.m.Lock()
defer u.m.Unlock()
u.running = running
}
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func (u *userInterface) runOnMainThread(f func() error) error {
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if u.funcs == nil {
// already closed
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return nil
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}
ch := make(chan struct{})
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var err error
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u.funcs <- func() {
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err = f()
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close(ch)
}
<-ch
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return err
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}
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func SetScreenSize(width, height int) (bool, error) {
u := currentUI
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if !u.isRunning() {
return false, errors.New("ui: Run is not called yet")
}
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r := false
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if err := u.runOnMainThread(func() error {
var err error
r, err = u.setScreenSize(width, height, u.scale)
if err != nil {
return err
}
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return nil
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}); err != nil {
return false, err
}
return r, nil
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}
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func SetScreenScale(scale float64) (bool, error) {
u := currentUI
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if !u.isRunning() {
return false, errors.New("ui: Run is not called yet")
}
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r := false
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if err := u.runOnMainThread(func() error {
var err error
r, err = u.setScreenSize(u.width, u.height, scale)
if err != nil {
return err
}
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return nil
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}); err != nil {
return false, err
}
return r, nil
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}
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func ScreenScale() float64 {
u := currentUI
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if !u.isRunning() {
return 0
}
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s := 0.0
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_ = u.runOnMainThread(func() error {
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s = u.scale
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return nil
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})
return s
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}
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func SetCursorVisibility(visible bool) {
// This can be called before Run: change the state asyncly.
go func() {
_ = currentUI.runOnMainThread(func() error {
c := glfw.CursorNormal
if !visible {
c = glfw.CursorHidden
}
currentUI.window.SetInputMode(glfw.CursorMode, c)
return nil
})
}()
}
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func Run(width, height int, scale float64, title string, g GraphicsContext) error {
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u := currentUI
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// GLContext must be created before setting the screen size, which requires
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// swapping buffers.
var err error
glContext, err = opengl.NewContext(currentUI.runOnMainThread)
if err != nil {
return err
}
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if err := u.runOnMainThread(func() error {
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m := glfw.GetPrimaryMonitor()
v := m.GetVideoMode()
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r, err := u.setScreenSize(width, height, scale)
if err != nil {
return err
}
if !r {
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return errors.New("ui: Fail to set the screen size")
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}
u.window.SetTitle(title)
u.window.Show()
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w, h := u.glfwSize()
x := (v.Width - w) / 2
y := (v.Height - h) / 3
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u.window.SetPos(x, y)
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return nil
}); err != nil {
return err
}
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return u.loop(g)
}
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func (u *userInterface) glfwSize() (int, int) {
return int(float64(u.width) * u.scale * glfwScale()), int(float64(u.height) * u.scale * glfwScale())
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}
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func (u *userInterface) actualScreenScale() float64 {
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return u.scale * deviceScale()
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}
func (u *userInterface) pollEvents() error {
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glfw.PollEvents()
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return currentInput.update(u.window, u.scale*glfwScale())
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}
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func (u *userInterface) update(g GraphicsContext) error {
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shouldClose := false
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_ = u.runOnMainThread(func() error {
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shouldClose = u.window.ShouldClose()
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return nil
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})
if shouldClose {
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return &RegularTermination{}
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}
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actualScale := 0.0
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_ = u.runOnMainThread(func() error {
if !u.sizeChanged {
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return nil
}
u.sizeChanged = false
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actualScale = u.actualScreenScale()
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return nil
})
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if 0 < actualScale {
if err := g.SetSize(u.width, u.height, actualScale); err != nil {
return err
}
}
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if err := u.runOnMainThread(func() error {
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if err := u.pollEvents(); err != nil {
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return err
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}
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for u.window.GetAttrib(glfw.Focused) == 0 {
// Wait for an arbitrary period to avoid busy loop.
time.Sleep(time.Second / 60)
if err := u.pollEvents(); err != nil {
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return err
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}
if u.window.ShouldClose() {
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return nil
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}
}
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return nil
}); err != nil {
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return err
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}
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if err := g.Update(); err != nil {
return err
}
return nil
}
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func (u *userInterface) loop(g GraphicsContext) error {
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defer func() {
_ = u.runOnMainThread(func() error {
glfw.Terminate()
return nil
})
}()
for {
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if err := u.update(g); err != nil {
return err
}
// The bound framebuffer must be the default one (0) before swapping buffers.
if err := glContext.BindScreenFramebuffer(); err != nil {
return err
}
if err := u.runOnMainThread(func() error {
return u.swapBuffers()
}); err != nil {
return err
}
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}
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}
func (u *userInterface) swapBuffers() error {
u.window.SwapBuffers()
return nil
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}
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func (u *userInterface) FinishRendering() error {
return nil
}
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func (u *userInterface) setScreenSize(width, height int, scale float64) (bool, error) {
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if u.width == width && u.height == height && u.scale == scale {
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return false, nil
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}
origScale := u.scale
u.scale = scale
// On Windows, giving a too small width doesn't call a callback (#165).
// To prevent hanging up, return asap if the width is too small.
// 252 is an arbitrary number and I guess this is small enough.
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// TODO: The same check should be in ui_js.go
const minWindowWidth = 252
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if int(float64(width)*u.actualScreenScale()) < minWindowWidth {
u.scale = origScale
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return false, nil
}
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u.width = width
u.height = height
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// To make sure the current existing framebuffers are rendered,
// swap buffers here before SetSize is called.
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if err := u.swapBuffers(); err != nil {
return false, err
}
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ch := make(chan struct{})
window := u.window
window.SetFramebufferSizeCallback(func(_ *glfw.Window, width, height int) {
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window.SetFramebufferSizeCallback(nil)
close(ch)
})
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w, h := u.glfwSize()
window.SetSize(w, h)
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event:
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for {
glfw.PollEvents()
select {
case <-ch:
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break event
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default:
}
}
u.sizeChanged = true
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return true, nil
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}