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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//go:build !android && !ios && !js && !nintendosdk
// +build !android,!ios,!js,!nintendosdk
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package ui
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import (
"errors"
"fmt"
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"image"
"os"
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"runtime"
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"sync"
"sync/atomic"
"time"
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"github.com/hajimehoshi/ebiten/v2/internal/devicescale"
"github.com/hajimehoshi/ebiten/v2/internal/gamepad"
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"github.com/hajimehoshi/ebiten/v2/internal/glfw"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/hooks"
"github.com/hajimehoshi/ebiten/v2/internal/microsoftgdk"
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"github.com/hajimehoshi/ebiten/v2/internal/thread"
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)
func driverCursorModeToGLFWCursorMode(mode CursorMode) int {
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switch mode {
case CursorModeVisible:
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return glfw.CursorNormal
case CursorModeHidden:
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return glfw.CursorHidden
case CursorModeCaptured:
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return glfw.CursorDisabled
default:
panic(fmt.Sprintf("ui: invalid CursorMode: %d", mode))
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}
}
type userInterfaceImpl struct {
graphicsDriver graphicsdriver.Graphics
context *context
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title string
window *glfw.Window
minWindowWidthInDIP int
minWindowHeightInDIP int
maxWindowWidthInDIP int
maxWindowHeightInDIP int
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running uint32
runnableOnUnfocused bool
fpsMode FPSModeType
iconImages []image.Image
cursorShape CursorShape
windowClosingHandled bool
windowBeingClosed bool
windowResizingMode WindowResizingMode
justAfterResized bool
inFrame uint32
// err must be accessed from the main thread.
err error
lastDeviceScaleFactor float64
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// These values are not changed after initialized.
// TODO: the fullscreen size should be updated when the initial window position is changed?
initMonitor *glfw.Monitor
initDeviceScaleFactor float64
initFullscreenWidthInDIP int
initFullscreenHeightInDIP int
initFullscreen bool
initCursorMode CursorMode
initWindowDecorated bool
initWindowPositionXInDIP int
initWindowPositionYInDIP int
initWindowWidthInDIP int
initWindowHeightInDIP int
initWindowFloating bool
initWindowMaximized bool
initScreenTransparent bool
initFocused bool
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origWindowPosX int
origWindowPosY int
origWindowWidthInDIP int
origWindowHeightInDIP int
fpsModeInited bool
input Input
iwindow glfwWindow
sizeCallback glfw.SizeCallback
closeCallback glfw.CloseCallback
framebufferSizeCallback glfw.FramebufferSizeCallback
defaultFramebufferSizeCallback glfw.FramebufferSizeCallback
framebufferSizeCallbackCh chan struct{}
// t is the main thread == the rendering thread.
t thread.Thread
m sync.RWMutex
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}
const (
maxInt = int(^uint(0) >> 1)
minInt = -maxInt - 1
invalidPos = minInt
)
func init() {
theUI.userInterfaceImpl = userInterfaceImpl{
runnableOnUnfocused: true,
minWindowWidthInDIP: glfw.DontCare,
minWindowHeightInDIP: glfw.DontCare,
maxWindowWidthInDIP: glfw.DontCare,
maxWindowHeightInDIP: glfw.DontCare,
initCursorMode: CursorModeVisible,
initWindowDecorated: true,
initWindowPositionXInDIP: invalidPos,
initWindowPositionYInDIP: invalidPos,
initWindowWidthInDIP: 640,
initWindowHeightInDIP: 480,
initFocused: true,
fpsMode: FPSModeVsyncOn,
origWindowPosX: invalidPos,
origWindowPosY: invalidPos,
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}
theUI.input.ui = &theUI.userInterfaceImpl
theUI.iwindow.ui = &theUI.userInterfaceImpl
}
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func init() {
hideConsoleWindowOnWindows()
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if err := initialize(); err != nil {
panic(err)
}
glfw.SetMonitorCallback(glfw.ToMonitorCallback(func(monitor *glfw.Monitor, event glfw.PeripheralEvent) {
updateMonitors()
}))
updateMonitors()
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}
var glfwSystemCursors = map[CursorShape]*glfw.Cursor{}
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func initialize() error {
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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)
glfw.WindowHint(glfw.ClientAPI, glfw.NoAPI)
m, err := initialMonitorByOS()
if err != nil {
return err
}
if m == nil {
m = glfw.GetPrimaryMonitor()
}
// GetPrimaryMonitor might return nil in theory (#1887).
if m == nil {
return errors.New("ui: no monitor was found at initialize")
}
theUI.initMonitor = m
theUI.initDeviceScaleFactor = theUI.deviceScaleFactor(m)
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// GetVideoMode must be called from the main thread, then call this here and record
// initFullscreen{Width,Height}InDIP.
v := m.GetVideoMode()
theUI.initFullscreenWidthInDIP = int(theUI.dipFromGLFWMonitorPixel(float64(v.Width), m))
theUI.initFullscreenHeightInDIP = int(theUI.dipFromGLFWMonitorPixel(float64(v.Height), m))
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// Create system cursors. These cursors are destroyed at glfw.Terminate().
glfwSystemCursors[CursorShapeDefault] = nil
glfwSystemCursors[CursorShapeText] = glfw.CreateStandardCursor(glfw.IBeamCursor)
glfwSystemCursors[CursorShapeCrosshair] = glfw.CreateStandardCursor(glfw.CrosshairCursor)
glfwSystemCursors[CursorShapePointer] = glfw.CreateStandardCursor(glfw.HandCursor)
glfwSystemCursors[CursorShapeEWResize] = glfw.CreateStandardCursor(glfw.HResizeCursor)
glfwSystemCursors[CursorShapeNSResize] = glfw.CreateStandardCursor(glfw.VResizeCursor)
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return nil
}
type monitor struct {
m *glfw.Monitor
vm *glfw.VidMode
// Pos of monitor in virtual coords
x int
y int
}
// monitors is the monitor list cache for desktop glfw compile targets.
// populated by 'updateMonitors' which is called on init and every
// monitor config change event.
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//
// monitors must be manipulated on the main thread.
var monitors []*monitor
func updateMonitors() {
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monitors = nil
ms := glfw.GetMonitors()
for _, m := range ms {
x, y := m.GetPos()
monitors = append(monitors, &monitor{
m: m,
vm: m.GetVideoMode(),
x: x,
y: y,
})
}
clearVideoModeScaleCache()
devicescale.ClearCache()
}
func ensureMonitors() []*monitor {
if len(monitors) == 0 {
updateMonitors()
}
return monitors
}
// getMonitorFromPosition returns a monitor for the given window x/y,
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// or returns nil if monitor is not found.
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//
// getMonitorFromPosition must be called on the main thread.
func getMonitorFromPosition(wx, wy int) *monitor {
for _, m := range ensureMonitors() {
// TODO: Fix incorrectness in the cases of https://github.com/glfw/glfw/issues/1961.
// See also internal/devicescale/impl_desktop.go for a maybe better way of doing this.
if m.x <= wx && wx < m.x+m.vm.Width && m.y <= wy && wy < m.y+m.vm.Height {
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return m
}
}
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return nil
}
func (u *userInterfaceImpl) isRunning() bool {
return atomic.LoadUint32(&u.running) != 0
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}
func (u *userInterfaceImpl) setRunning(running bool) {
if running {
atomic.StoreUint32(&u.running, 1)
} else {
atomic.StoreUint32(&u.running, 0)
}
}
func (u *userInterfaceImpl) getWindowSizeLimitsInDIP() (minw, minh, maxw, maxh int) {
if microsoftgdk.IsXbox() {
return glfw.DontCare, glfw.DontCare, glfw.DontCare, glfw.DontCare
}
u.m.RLock()
defer u.m.RUnlock()
return u.minWindowWidthInDIP, u.minWindowHeightInDIP, u.maxWindowWidthInDIP, u.maxWindowHeightInDIP
}
func (u *userInterfaceImpl) setWindowSizeLimitsInDIP(minw, minh, maxw, maxh int) bool {
if microsoftgdk.IsXbox() {
// Do nothing. The size is always fixed.
return false
}
u.m.RLock()
defer u.m.RUnlock()
if u.minWindowWidthInDIP == minw && u.minWindowHeightInDIP == minh && u.maxWindowWidthInDIP == maxw && u.maxWindowHeightInDIP == maxh {
return false
}
u.minWindowWidthInDIP = minw
u.minWindowHeightInDIP = minh
u.maxWindowWidthInDIP = maxw
u.maxWindowHeightInDIP = maxh
return true
}
func (u *userInterfaceImpl) isWindowMaximizable() bool {
_, _, maxw, maxh := u.getWindowSizeLimitsInDIP()
return maxw == glfw.DontCare && maxh == glfw.DontCare
}
func (u *userInterfaceImpl) isInitFullscreen() bool {
u.m.RLock()
v := u.initFullscreen
u.m.RUnlock()
return v
}
func (u *userInterfaceImpl) setInitFullscreen(initFullscreen bool) {
u.m.Lock()
u.initFullscreen = initFullscreen
u.m.Unlock()
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}
func (u *userInterfaceImpl) getInitCursorMode() CursorMode {
u.m.RLock()
v := u.initCursorMode
u.m.RUnlock()
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return v
}
func (u *userInterfaceImpl) setInitCursorMode(mode CursorMode) {
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u.m.Lock()
u.initCursorMode = mode
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u.m.Unlock()
}
func (u *userInterfaceImpl) getCursorShape() CursorShape {
u.m.RLock()
v := u.cursorShape
u.m.RUnlock()
return v
}
func (u *userInterfaceImpl) setCursorShape(shape CursorShape) CursorShape {
u.m.Lock()
old := u.cursorShape
u.cursorShape = shape
u.m.Unlock()
return old
}
func (u *userInterfaceImpl) isInitWindowDecorated() bool {
u.m.RLock()
v := u.initWindowDecorated
u.m.RUnlock()
return v
}
func (u *userInterfaceImpl) setInitWindowDecorated(decorated bool) {
u.m.Lock()
u.initWindowDecorated = decorated
u.m.Unlock()
}
func (u *userInterfaceImpl) isRunnableOnUnfocused() bool {
u.m.RLock()
v := u.runnableOnUnfocused
u.m.RUnlock()
return v
}
func (u *userInterfaceImpl) setRunnableOnUnfocused(runnableOnUnfocused bool) {
u.m.Lock()
u.runnableOnUnfocused = runnableOnUnfocused
u.m.Unlock()
}
func (u *userInterfaceImpl) isInitScreenTransparent() bool {
u.m.RLock()
v := u.initScreenTransparent
u.m.RUnlock()
return v
}
func (u *userInterfaceImpl) setInitScreenTransparent(transparent bool) {
u.m.Lock()
u.initScreenTransparent = transparent
u.m.Unlock()
}
func (u *userInterfaceImpl) getIconImages() []image.Image {
u.m.RLock()
i := u.iconImages
u.m.RUnlock()
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return i
}
func (u *userInterfaceImpl) setIconImages(iconImages []image.Image) {
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u.m.Lock()
u.iconImages = iconImages
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u.m.Unlock()
}
func (u *userInterfaceImpl) getInitWindowPositionInDIP() (int, int) {
if microsoftgdk.IsXbox() {
return 0, 0
}
u.m.RLock()
defer u.m.RUnlock()
if u.initWindowPositionXInDIP != invalidPos && u.initWindowPositionYInDIP != invalidPos {
return u.initWindowPositionXInDIP, u.initWindowPositionYInDIP
}
return invalidPos, invalidPos
}
func (u *userInterfaceImpl) setInitWindowPositionInDIP(x, y int) {
if microsoftgdk.IsXbox() {
return
}
u.m.Lock()
defer u.m.Unlock()
// TODO: Update initMonitor if necessary (#1575).
u.initWindowPositionXInDIP = x
u.initWindowPositionYInDIP = y
}
func (u *userInterfaceImpl) getInitWindowSizeInDIP() (int, int) {
if microsoftgdk.IsXbox() {
return microsoftgdk.MonitorResolution()
}
u.m.Lock()
w, h := u.initWindowWidthInDIP, u.initWindowHeightInDIP
u.m.Unlock()
return w, h
}
func (u *userInterfaceImpl) setInitWindowSizeInDIP(width, height int) {
if microsoftgdk.IsXbox() {
return
}
u.m.Lock()
u.initWindowWidthInDIP, u.initWindowHeightInDIP = width, height
u.m.Unlock()
}
func (u *userInterfaceImpl) isInitWindowFloating() bool {
if microsoftgdk.IsXbox() {
return false
}
u.m.RLock()
f := u.initWindowFloating
u.m.RUnlock()
return f
}
func (u *userInterfaceImpl) setInitWindowFloating(floating bool) {
if microsoftgdk.IsXbox() {
return
}
u.m.Lock()
u.initWindowFloating = floating
u.m.Unlock()
}
func (u *userInterfaceImpl) isInitWindowMaximized() bool {
// TODO: Is this always true on Xbox?
u.m.RLock()
m := u.initWindowMaximized
u.m.RUnlock()
return m
}
func (u *userInterfaceImpl) setInitWindowMaximized(maximized bool) {
u.m.Lock()
u.initWindowMaximized = maximized
u.m.Unlock()
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}
func (u *userInterfaceImpl) isWindowClosingHandled() bool {
u.m.RLock()
v := u.windowClosingHandled
u.m.RUnlock()
return v
}
func (u *userInterfaceImpl) setWindowClosingHandled(handled bool) {
u.m.Lock()
u.windowClosingHandled = handled
u.m.Unlock()
}
func (u *userInterfaceImpl) isWindowBeingClosed() bool {
u.m.RLock()
v := u.windowBeingClosed
u.m.RUnlock()
return v
}
func (u *userInterfaceImpl) isInitFocused() bool {
if microsoftgdk.IsXbox() {
return true
}
u.m.RLock()
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v := u.initFocused
u.m.RUnlock()
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return v
}
func (u *userInterfaceImpl) setInitFocused(focused bool) {
if microsoftgdk.IsXbox() {
return
}
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u.m.Lock()
u.initFocused = focused
u.m.Unlock()
}
func (u *userInterfaceImpl) ScreenSizeInFullscreen() (int, int) {
if !u.isRunning() {
return u.initFullscreenWidthInDIP, u.initFullscreenHeightInDIP
}
var w, h int
u.t.Call(func() {
m := u.currentMonitor()
if m == nil {
return
}
v := m.GetVideoMode()
w = int(u.dipFromGLFWMonitorPixel(float64(v.Width), m))
h = int(u.dipFromGLFWMonitorPixel(float64(v.Height), m))
})
return w, h
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}
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// isFullscreen must be called from the main thread.
func (u *userInterfaceImpl) isFullscreen() bool {
if !u.isRunning() {
panic("ui: isFullscreen can't be called before the main loop starts")
}
return u.window.GetMonitor() != nil || u.isNativeFullscreen()
}
func (u *userInterfaceImpl) IsFullscreen() bool {
if !u.isRunning() {
return u.isInitFullscreen()
}
b := false
u.t.Call(func() {
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b = u.isFullscreen()
})
return b
}
func (u *userInterfaceImpl) SetFullscreen(fullscreen bool) {
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if !u.isRunning() {
u.setInitFullscreen(fullscreen)
return
}
u.t.Call(func() {
if u.isFullscreen() == fullscreen {
return
}
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u.setFullscreen(fullscreen)
})
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}
func (u *userInterfaceImpl) IsFocused() bool {
if !u.isRunning() {
return false
}
var focused bool
u.t.Call(func() {
focused = u.window.GetAttrib(glfw.Focused) == glfw.True
})
return focused
}
func (u *userInterfaceImpl) SetRunnableOnUnfocused(runnableOnUnfocused bool) {
u.setRunnableOnUnfocused(runnableOnUnfocused)
}
func (u *userInterfaceImpl) IsRunnableOnUnfocused() bool {
return u.isRunnableOnUnfocused()
}
func (u *userInterfaceImpl) SetFPSMode(mode FPSModeType) {
if !u.isRunning() {
u.m.Lock()
u.fpsMode = mode
u.m.Unlock()
return
}
u.t.Call(func() {
if !u.fpsModeInited {
u.fpsMode = mode
return
}
u.setFPSMode(mode)
u.updateVsync()
})
}
func (u *userInterfaceImpl) ScheduleFrame() {
if !u.isRunning() {
return
}
// As the main thread can be blocked, do not check the current FPS mode.
// PostEmptyEvent is concurrent safe.
glfw.PostEmptyEvent()
}
func (u *userInterfaceImpl) CursorMode() CursorMode {
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if !u.isRunning() {
return u.getInitCursorMode()
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}
var mode int
u.t.Call(func() {
mode = u.window.GetInputMode(glfw.CursorMode)
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})
var v CursorMode
switch mode {
case glfw.CursorNormal:
v = CursorModeVisible
case glfw.CursorHidden:
v = CursorModeHidden
case glfw.CursorDisabled:
v = CursorModeCaptured
default:
panic(fmt.Sprintf("ui: invalid GLFW cursor mode: %d", mode))
}
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return v
}
func (u *userInterfaceImpl) SetCursorMode(mode CursorMode) {
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if !u.isRunning() {
u.setInitCursorMode(mode)
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return
}
u.t.Call(func() {
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u.window.SetInputMode(glfw.CursorMode, driverCursorModeToGLFWCursorMode(mode))
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})
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}
func (u *userInterfaceImpl) CursorShape() CursorShape {
return u.getCursorShape()
}
func (u *userInterfaceImpl) SetCursorShape(shape CursorShape) {
old := u.setCursorShape(shape)
if old == shape {
return
}
if !u.isRunning() {
return
}
u.t.Call(func() {
u.setNativeCursor(shape)
})
}
func (u *userInterfaceImpl) DeviceScaleFactor() float64 {
if !u.isRunning() {
return u.initDeviceScaleFactor
}
f := 0.0
u.t.Call(func() {
f = u.deviceScaleFactor(u.currentMonitor())
})
return f
}
// deviceScaleFactor must be called from the main thread.
func (u *userInterfaceImpl) deviceScaleFactor(monitor *glfw.Monitor) float64 {
// It is rare, but monitor can be nil when glfw.GetPrimaryMonitor returns nil.
// In this case, return 1 as a tentative scale (#1878).
if monitor == nil {
return 1
}
mx, my := monitor.GetPos()
return devicescale.GetAt(mx, my)
}
func init() {
// Lock the main thread.
runtime.LockOSThread()
}
// createWindow creates a GLFW window.
//
// width and height are in GLFW pixels (not device-independent pixels).
//
// createWindow must be called from the main thread.
//
// createWindow does not set the position or size so far.
func (u *userInterfaceImpl) createWindow(width, height int) error {
if u.window != nil {
panic("ui: u.window must not exist at createWindow")
}
// As a start, create a window with temporary size to create OpenGL context thread.
window, err := glfw.CreateWindow(width, height, "", nil, nil)
if err != nil {
return err
}
initializeWindowAfterCreation(window)
u.window = window
// Even just after a window creation, FramebufferSize callback might be invoked (#1847).
// Ensure to consume this callback.
u.waitForFramebufferSizeCallback(u.window, nil)
if u.graphicsDriver.IsGL() {
u.window.MakeContextCurrent()
}
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u.window.SetInputMode(glfw.CursorMode, driverCursorModeToGLFWCursorMode(u.getInitCursorMode()))
u.window.SetCursor(glfwSystemCursors[u.getCursorShape()])
u.window.SetTitle(u.title)
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// Icons are set after every frame. They don't have to be cared here.
u.updateWindowSizeLimits()
return nil
}
func (u *userInterfaceImpl) beginFrame() {
atomic.StoreUint32(&u.inFrame, 1)
}
func (u *userInterfaceImpl) endFrame() {
atomic.StoreUint32(&u.inFrame, 0)
}
// registerWindowSetSizeCallback must be called from the main thread.
func (u *userInterfaceImpl) registerWindowSetSizeCallback() {
if u.sizeCallback == nil {
u.sizeCallback = glfw.ToSizeCallback(func(_ *glfw.Window, width, height int) {
u.adjustViewSizeAfterFullscreen()
if u.window.GetAttrib(glfw.Resizable) == glfw.False {
return
}
if u.isFullscreen() {
return
}
if width != 0 || height != 0 {
w := int(u.dipFromGLFWPixel(float64(width), u.currentMonitor()))
h := int(u.dipFromGLFWPixel(float64(height), u.currentMonitor()))
u.setWindowSizeInDIP(w, h, false)
}
// Now the state is in a frame. (force)UpdateFrame cannot be called recursively.
if atomic.LoadUint32(&u.inFrame) != 0 {
return
}
outsideWidth, outsideHeight := u.outsideSize()
deviceScaleFactor := u.deviceScaleFactor(u.currentMonitor())
// In the game's update, u.t.Call might be called.
// In order to call it safely, use runOnAnotherThreadFromMainThread.
var err error
u.runOnAnotherThreadFromMainThread(func() {
err = u.context.forceUpdateFrame(u.graphicsDriver, outsideWidth, outsideHeight, deviceScaleFactor, u)
})
if err != nil {
u.err = err
}
if u.graphicsDriver.IsGL() {
u.swapBuffers()
}
u.forceToRefreshIfNeeded()
u.justAfterResized = true
})
}
u.window.SetSizeCallback(u.sizeCallback)
}
// registerWindowCloseCallback must be called from the main thread.
func (u *userInterfaceImpl) registerWindowCloseCallback() {
if u.closeCallback == nil {
u.closeCallback = glfw.ToCloseCallback(func(_ *glfw.Window) {
u.m.Lock()
u.windowBeingClosed = true
u.m.Unlock()
if !u.isWindowClosingHandled() {
return
}
u.window.Focus()
u.window.SetShouldClose(false)
})
}
u.window.SetCloseCallback(u.closeCallback)
}
// registerWindowFramebufferSizeCallback must be called from the main thread.
func (u *userInterfaceImpl) registerWindowFramebufferSizeCallback() {
if u.defaultFramebufferSizeCallback == nil && runtime.GOOS != "darwin" {
// When the window gets resized (either by manual window resize or a window
// manager), glfw sends a framebuffer size callback which we need to handle (#1960).
// This event is the only way to handle the size change at least on i3 window manager.
//
// When a decorating state changes, the callback of arguments might be an unexpected value on macOS (#2257)
// Then, do not register this callback on macOS.
u.defaultFramebufferSizeCallback = glfw.ToFramebufferSizeCallback(func(_ *glfw.Window, w, h int) {
if u.isFullscreen() {
return
}
if u.window.GetAttrib(glfw.Iconified) == glfw.True {
return
}
// The framebuffer size is always scaled by the device scale factor (#1975).
// See also the implementation in uiContext.updateOffscreen.
s := u.deviceScaleFactor(u.currentMonitor())
ww := int(float64(w) / s)
wh := int(float64(h) / s)
u.setWindowSizeInDIP(ww, wh, false)
})
}
u.window.SetFramebufferSizeCallback(u.defaultFramebufferSizeCallback)
}
// waitForFramebufferSizeCallback waits for GLFW's FramebufferSize callback.
// f is a process executed after registering the callback.
// If the callback is not invoked for a while, waitForFramebufferSizeCallback times out and return.
//
// waitForFramebufferSizeCallback must be called from the main thread.
func (u *userInterfaceImpl) waitForFramebufferSizeCallback(window *glfw.Window, f func()) {
u.framebufferSizeCallbackCh = make(chan struct{}, 1)
if u.framebufferSizeCallback == nil {
u.framebufferSizeCallback = glfw.ToFramebufferSizeCallback(func(_ *glfw.Window, _, _ int) {
// This callback can be invoked multiple times by one PollEvents in theory (#1618).
// Allow the case when the channel is full.
select {
case u.framebufferSizeCallbackCh <- struct{}{}:
default:
}
})
}
window.SetFramebufferSizeCallback(u.framebufferSizeCallback)
if f != nil {
f()
}
// Use the timeout as FramebufferSize event might not be fired (#1618).
t := time.NewTimer(100 * time.Millisecond)
defer t.Stop()
event:
for {
glfw.PollEvents()
select {
case <-u.framebufferSizeCallbackCh:
break event
case <-t.C:
break event
default:
time.Sleep(time.Millisecond)
}
}
window.SetFramebufferSizeCallback(u.defaultFramebufferSizeCallback)
close(u.framebufferSizeCallbackCh)
u.framebufferSizeCallbackCh = nil
}
func (u *userInterfaceImpl) init() error {
glfw.WindowHint(glfw.AutoIconify, glfw.False)
decorated := glfw.False
if u.isInitWindowDecorated() {
decorated = glfw.True
}
glfw.WindowHint(glfw.Decorated, decorated)
transparent := u.isInitScreenTransparent()
glfwTransparent := glfw.False
if transparent {
glfwTransparent = glfw.True
}
glfw.WindowHint(glfw.TransparentFramebuffer, glfwTransparent)
g, err := newGraphicsDriver(&graphicsDriverCreatorImpl{
transparent: transparent,
})
if err != nil {
return err
}
u.graphicsDriver = g
u.graphicsDriver.SetTransparent(u.isInitScreenTransparent())
if u.graphicsDriver.IsGL() {
setGLFWClientAPI()
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} else {
glfw.WindowHint(glfw.ClientAPI, glfw.NoAPI)
}
// Before creating a window, set it unresizable no matter what u.isInitWindowResizable() is (#1987).
// Making the window resizable here doesn't work correctly when switching to enable resizing.
resizable := glfw.False
if u.windowResizingMode == WindowResizingModeEnabled {
resizable = glfw.True
}
glfw.WindowHint(glfw.Resizable, resizable)
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floating := glfw.False
if u.isInitWindowFloating() {
floating = glfw.True
}
glfw.WindowHint(glfw.Floating, floating)
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focused := glfw.False
if u.isInitFocused() {
focused = glfw.True
}
glfw.WindowHint(glfw.FocusOnShow, focused)
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// Set the window visible explicitly or the application freezes on Wayland (#974).
if os.Getenv("WAYLAND_DISPLAY") != "" {
glfw.WindowHint(glfw.Visible, glfw.True)
}
ww, wh := u.getInitWindowSizeInDIP()
initW := int(u.dipToGLFWPixel(float64(ww), u.initMonitor))
initH := int(u.dipToGLFWPixel(float64(wh), u.initMonitor))
if err := u.createWindow(initW, initH); err != nil {
return err
}
// The position must be set before the size is set (#1982).
// setWindowSize refers the current monitor's device scale.
// TODO: currentMonitor is very hard to use correctly. Refactor this.
wx, wy := u.getInitWindowPositionInDIP()
// Force to put the window in the initial monitor (#1575).
if wx < 0 {
wx = 0
}
if wy < 0 {
wy = 0
}
if max := u.initFullscreenWidthInDIP - ww; wx >= max {
wx = max
}
if max := u.initFullscreenHeightInDIP - wh; wy >= max {
wy = max
}
u.setWindowPositionInDIP(wx, wy, u.initMonitor)
u.setWindowSizeInDIP(ww, wh, true)
// Maximizing a window requires a proper size and position. Call Maximize here (#1117).
if u.isInitWindowMaximized() {
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u.window.Maximize()
}
u.setWindowResizingModeForOS(u.windowResizingMode)
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u.window.Show()
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if g, ok := u.graphicsDriver.(interface{ SetWindow(uintptr) }); ok {
g.SetWindow(u.nativeWindow())
}
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gamepad.SetNativeWindow(u.nativeWindow())
// Register callbacks after the window initialization done.
// The callback might cause swapping frames, that assumes the window is already set (#2137).
u.registerWindowSetSizeCallback()
u.registerWindowCloseCallback()
u.registerWindowFramebufferSizeCallback()
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return nil
}
func (u *userInterfaceImpl) outsideSize() (float64, float64) {
if u.isFullscreen() && !u.isNativeFullscreen() {
// On Linux, the window size is not reliable just after making the window
// fullscreened. Use the monitor size.
// On macOS's native fullscreen, the window's size returns a more precise size
// reflecting the adjustment of the view size (#1745).
var w, h float64
if m := u.currentMonitor(); m != nil {
v := m.GetVideoMode()
ww, wh := v.Width, v.Height
w = u.dipFromGLFWMonitorPixel(float64(ww), m)
h = u.dipFromGLFWMonitorPixel(float64(wh), m)
}
return w, h
}
if u.window.GetAttrib(glfw.Iconified) == glfw.True {
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return float64(u.origWindowWidthInDIP), float64(u.origWindowHeightInDIP)
}
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// Instead of u.origWindow{Width,Height}InDIP, use the actual window size here.
// On Windows, the specified size at SetSize and the actual window size might
// not match (#1163).
ww, wh := u.window.GetSize()
w := u.dipFromGLFWPixel(float64(ww), u.currentMonitor())
h := u.dipFromGLFWPixel(float64(wh), u.currentMonitor())
return w, h
}
// setFPSMode must be called from the main thread.
func (u *userInterfaceImpl) setFPSMode(fpsMode FPSModeType) {
needUpdate := u.fpsMode != fpsMode || !u.fpsModeInited
u.fpsMode = fpsMode
u.fpsModeInited = true
if !needUpdate {
return
}
sticky := glfw.True
if fpsMode == FPSModeVsyncOffMinimum {
sticky = glfw.False
}
u.window.SetInputMode(glfw.StickyMouseButtonsMode, sticky)
u.window.SetInputMode(glfw.StickyKeysMode, sticky)
}
// update must be called from the main thread.
func (u *userInterfaceImpl) update() (float64, float64, error) {
if u.err != nil {
return 0, 0, u.err
}
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if u.window.ShouldClose() {
return 0, 0, RegularTermination
}
if u.isInitFullscreen() {
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u.setFullscreen(true)
u.setInitFullscreen(false)
}
// Initialize vsync after SetMonitor is called. See the comment in updateVsync.
// Calling this inside setWindowSize didn't work (#1363).
if !u.fpsModeInited {
u.setFPSMode(u.fpsMode)
}
if u.justAfterResized {
u.forceToRefreshIfNeeded()
}
u.justAfterResized = false
// Call updateVsync even though fpsMode is not updated.
// The vsync state might be changed in other places (e.g., the SetSizeCallback).
// Also, when toggling to fullscreen, vsync state might be reset unexpectedly (#1787).
u.updateVsync()
if u.fpsMode != FPSModeVsyncOffMinimum {
// TODO: Updating the input can be skipped when clock.Update returns 0 (#1367).
glfw.PollEvents()
} else {
glfw.WaitEvents()
}
if err := u.input.update(u.window, u.context); err != nil {
return 0, 0, err
}
for !u.isRunnableOnUnfocused() && u.window.GetAttrib(glfw.Focused) == 0 && !u.window.ShouldClose() {
if err := hooks.SuspendAudio(); err != nil {
return 0, 0, err
}
// Wait for an arbitrary period to avoid busy loop.
time.Sleep(time.Second / 60)
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glfw.PollEvents()
}
if err := hooks.ResumeAudio(); err != nil {
return 0, 0, err
}
outsideWidth, outsideHeight := u.outsideSize()
return outsideWidth, outsideHeight, nil
}
func (u *userInterfaceImpl) loop() error {
defer u.t.Call(func() {
u.window.Destroy()
glfw.Terminate()
})
for {
var unfocused bool
// On Windows, the focusing state might be always false (#987).
// On Windows, even if a window is in another workspace, vsync seems to work.
// Then let's assume the window is always 'focused' as a workaround.
if runtime.GOOS != "windows" {
unfocused = u.window.GetAttrib(glfw.Focused) == glfw.False
}
var t1, t2 time.Time
if unfocused {
t1 = time.Now()
}
var outsideWidth, outsideHeight float64
var deviceScaleFactor float64
var err error
if u.t.Call(func() {
outsideWidth, outsideHeight, err = u.update()
deviceScaleFactor = u.deviceScaleFactor(u.currentMonitor())
}); err != nil {
return err
}
if err := u.context.updateFrame(u.graphicsDriver, outsideWidth, outsideHeight, deviceScaleFactor, u); err != nil {
return err
}
// Create icon images in a different goroutine (#1478).
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// In the fullscreen mode, SetIcon fails (#1578).
if imgs := u.getIconImages(); len(imgs) > 0 && !u.isFullscreen() {
u.setIconImages(nil)
// Convert the icons in the different goroutine, as (*ebiten.Image).At cannot be invoked
// from this goroutine. At works only in between BeginFrame and EndFrame.
go func() {
newImgs := make([]image.Image, len(imgs))
for i, img := range imgs {
// TODO: If img is not *ebiten.Image, this converting is not necessary.
// However, this package cannot refer *ebiten.Image due to the package
// dependencies.
b := img.Bounds()
rgba := image.NewRGBA(b)
for j := b.Min.Y; j < b.Max.Y; j++ {
for i := b.Min.X; i < b.Max.X; i++ {
rgba.Set(i, j, img.At(i, j))
}
}
newImgs[i] = rgba
}
u.t.Call(func() {
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// In the fullscreen mode, reset the icon images and try again later.
if u.isFullscreen() {
u.setIconImages(imgs)
return
}
u.window.SetIcon(newImgs)
})
}()
}
// swapBuffers also checks IsGL, so this condition is redundant.
// However, (*thread).Call is not good for performance due to channels.
// Let's avoid this whenever possible (#1367).
if u.graphicsDriver.IsGL() {
u.t.Call(u.swapBuffers)
}
if unfocused {
t2 = time.Now()
}
// When a window is not focused, SwapBuffers might return immediately and CPU might be busy.
// Mitigate this by sleeping (#982).
if unfocused {
d := t2.Sub(t1)
const wait = time.Second / 60
if d < wait {
time.Sleep(wait - d)
}
}
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}
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}
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// swapBuffers must be called from the main thread.
func (u *userInterfaceImpl) swapBuffers() {
if u.graphicsDriver.IsGL() {
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u.window.SwapBuffers()
}
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}
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// updateWindowSizeLimits must be called from the main thread.
func (u *userInterfaceImpl) updateWindowSizeLimits() {
m := u.currentMonitor()
minw, minh, maxw, maxh := u.getWindowSizeLimitsInDIP()
if minw < 0 {
// Always set the minimum window width.
minw = int(u.dipToGLFWPixel(float64(u.minimumWindowWidth()), m))
} else {
minw = int(u.dipToGLFWPixel(float64(minw), m))
}
if minh < 0 {
minh = glfw.DontCare
} else {
minh = int(u.dipToGLFWPixel(float64(minh), m))
}
if maxw < 0 {
maxw = glfw.DontCare
} else {
maxw = int(u.dipToGLFWPixel(float64(maxw), m))
}
if maxh < 0 {
maxh = glfw.DontCare
} else {
maxh = int(u.dipToGLFWPixel(float64(maxh), m))
}
u.window.SetSizeLimits(minw, minh, maxw, maxh)
}
// adjustWindowSizeBasedOnSizeLimitsInDIP adjust the size based on the window size limits.
// width and height are in device-independent pixels.
func (u *userInterfaceImpl) adjustWindowSizeBasedOnSizeLimitsInDIP(width, height int) (int, int) {
minw, minh, maxw, maxh := u.getWindowSizeLimitsInDIP()
if minw >= 0 && width < minw {
width = minw
}
if minh >= 0 && height < minh {
height = minh
}
if maxw >= 0 && width > maxw {
width = maxw
}
if maxh >= 0 && height > maxh {
height = maxh
}
return width, height
}
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// setWindowSize must be called from the main thread.
func (u *userInterfaceImpl) setWindowSizeInDIP(width, height int, callSetSize bool) {
if microsoftgdk.IsXbox() {
// Do nothing. The size is always fixed.
return
}
width, height = u.adjustWindowSizeBasedOnSizeLimitsInDIP(width, height)
if m := u.minimumWindowWidth(); width < m {
width = m
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}
if height < 1 {
height = 1
}
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scale := u.deviceScaleFactor(u.currentMonitor())
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if u.origWindowWidthInDIP == width && u.origWindowHeightInDIP == height && u.lastDeviceScaleFactor == scale {
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return
}
u.lastDeviceScaleFactor = scale
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u.origWindowWidthInDIP = width
u.origWindowHeightInDIP = height
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// To make sure the current existing framebuffers are rendered,
// swap buffers here before SetSize is called.
u.swapBuffers()
if !u.isFullscreen() && callSetSize {
// Set the window size after the position. The order matters.
// In the opposite order, the window size might not be correct when going back from fullscreen with multi monitors.
oldW, oldH := u.window.GetSize()
newW := int(u.dipToGLFWPixel(float64(width), u.currentMonitor()))
newH := int(u.dipToGLFWPixel(float64(height), u.currentMonitor()))
if oldW != newW || oldH != newH {
// Just after SetSize, GetSize is not reliable especially on Linux/UNIX.
// Let's wait for FramebufferSize callback in any cases.
u.waitForFramebufferSizeCallback(u.window, func() {
u.window.SetSize(newW, newH)
})
}
}
u.updateWindowSizeLimits()
}
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// setFullscreen must be called from the main thread.
func (u *userInterfaceImpl) setFullscreen(fullscreen bool) {
if u.isFullscreen() == fullscreen {
return
}
u.graphicsDriver.SetFullscreen(fullscreen)
// Enter the fullscreen.
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if fullscreen {
if x, y := u.origWindowPos(); x == invalidPos || y == invalidPos {
u.setOrigWindowPos(u.window.GetPos())
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}
if u.isNativeFullscreenAvailable() {
u.setNativeFullscreen(fullscreen)
} else {
m := u.currentMonitor()
if m == nil {
return
}
v := m.GetVideoMode()
u.window.SetMonitor(m, 0, 0, v.Width, v.Height, v.RefreshRate)
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// Swapping buffer is necessary to prevent the image lag (#1004).
// TODO: This might not work when vsync is disabled.
if u.graphicsDriver.IsGL() {
glfw.PollEvents()
u.swapBuffers()
}
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}
u.adjustViewSizeAfterFullscreen()
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return
}
// Exit the fullscreen.
// Get the original window position and size before changing the state of fullscreen.
// TODO: Why?
origX, origY := u.origWindowPos()
ww := int(u.dipToGLFWPixel(float64(u.origWindowWidthInDIP), u.currentMonitor()))
wh := int(u.dipToGLFWPixel(float64(u.origWindowHeightInDIP), u.currentMonitor()))
if u.isNativeFullscreenAvailable() {
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u.setNativeFullscreen(false)
// Adjust the window size later (after adjusting the position).
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} else if !u.isNativeFullscreenAvailable() && u.window.GetMonitor() != nil {
u.window.SetMonitor(nil, 0, 0, ww, wh, 0)
glfw.PollEvents()
u.swapBuffers()
}
// glfw.PollEvents is necessary for macOS to enable (*glfw.Window).SetPos and SetSize (#2296).
glfw.PollEvents()
if origX != invalidPos && origY != invalidPos {
u.window.SetPos(origX, origY)
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// Dirty hack for macOS (#703). Rendering doesn't work correctly with one SetPos, but
// work with two or more SetPos.
if runtime.GOOS == "darwin" {
u.window.SetPos(origX+1, origY)
u.window.SetPos(origX, origY)
}
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u.setOrigWindowPos(invalidPos, invalidPos)
}
if u.isNativeFullscreenAvailable() {
// Set the window size after the position. The order matters.
// In the opposite order, the window size might not be correct when going back from fullscreen with multi monitors.
u.window.SetSize(ww, wh)
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}
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}
func (u *userInterfaceImpl) minimumWindowWidth() int {
if u.window.GetAttrib(glfw.Decorated) == glfw.False {
return 1
}
// 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.
// 126 is an arbitrary number and I guess this is small enough .
if runtime.GOOS == "windows" {
return 126
}
// On macOS, resizing the window by cursor sometimes ignores the minimum size.
// To avoid the flaky behavior, do not add a limitation.
return 1
}
// updateVsync must be called on the main thread.
func (u *userInterfaceImpl) updateVsync() {
if u.graphicsDriver.IsGL() {
// SwapInterval is affected by the current monitor of the window.
// This needs to be called at least after SetMonitor.
// Without SwapInterval after SetMonitor, vsynch doesn't work (#375).
//
// TODO: (#405) If triple buffering is needed, SwapInterval(0) should be called,
// but is this correct? If glfw.SwapInterval(0) and the driver doesn't support triple
// buffering, what will happen?
if u.fpsMode == FPSModeVsyncOn {
glfw.SwapInterval(1)
} else {
glfw.SwapInterval(0)
}
}
u.graphicsDriver.SetVsyncEnabled(u.fpsMode == FPSModeVsyncOn)
}
// currentMonitor returns the current active monitor.
//
// currentMonitor must be called on the main thread.
func (u *userInterfaceImpl) currentMonitor() *glfw.Monitor {
if u.window == nil {
return u.initMonitor
}
if m := monitorFromWindow(u.window); m != nil {
return m
}
return glfw.GetPrimaryMonitor()
}
// monitorFromWindow returns the monitor from the given window.
//
// monitorFromWindow must be called on the main thread.
func monitorFromWindow(window *glfw.Window) *glfw.Monitor {
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// GetMonitor is available only in fullscreen.
if m := window.GetMonitor(); m != nil {
return m
}
// Getting a monitor from a window position is not reliable in general (e.g., when a window is put across
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// multiple monitors, or, before SetWindowPosition is called.).
// Get the monitor which the current window belongs to. This requires OS API.
if m := monitorFromWindowByOS(window); m != nil {
return m
}
// As the fallback, detect the monitor from the window.
if m := getMonitorFromPosition(window.GetPos()); m != nil {
return m.m
}
return nil
}
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func (u *userInterfaceImpl) SetScreenTransparent(transparent bool) {
if !u.isRunning() {
u.setInitScreenTransparent(transparent)
return
}
panic("ui: SetScreenTransparent can't be called after the main loop starts")
}
func (u *userInterfaceImpl) IsScreenTransparent() bool {
if !u.isRunning() {
return u.isInitScreenTransparent()
}
val := false
u.t.Call(func() {
val = u.window.GetAttrib(glfw.TransparentFramebuffer) == glfw.True
})
return val
}
func (u *userInterfaceImpl) resetForTick() {
u.input.resetForTick()
u.m.Lock()
u.windowBeingClosed = false
u.m.Unlock()
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}
func (u *userInterfaceImpl) SetInitFocused(focused bool) {
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if u.isRunning() {
panic("ui: SetInitFocused must be called before the main loop")
}
u.setInitFocused(focused)
}
func (u *userInterfaceImpl) Input() *Input {
return &u.input
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}
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func (u *userInterfaceImpl) Window() Window {
if microsoftgdk.IsXbox() {
return &nullWindow{}
}
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return &u.iwindow
}
// GLFW's functions to manipulate a window can invoke the SetSize callback (#1576, #1585, #1606).
// As the callback must not be called in the frame (between BeginFrame and EndFrame),
// disable the callback temporarily.
// maximizeWindow must be called from the main thread.
func (u *userInterfaceImpl) maximizeWindow() {
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// TODO: Can we remove this condition?
if u.isNativeFullscreen() {
return
}
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if u.isFullscreen() {
return
}
u.window.Maximize()
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// On Linux/UNIX, maximizing might not finish even though Maximize returns. Just wait for its finish.
// Do not check this in the fullscreen since apparently the condition can never be true.
for u.window.GetAttrib(glfw.Maximized) != glfw.True {
glfw.PollEvents()
}
}
// iconifyWindow must be called from the main thread.
func (u *userInterfaceImpl) iconifyWindow() {
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// Iconifying a native fullscreen window on macOS is forbidden.
if u.isNativeFullscreen() {
return
}
u.window.Iconify()
// On Linux/UNIX, iconifying might not finish even though Iconify returns. Just wait for its finish.
for u.window.GetAttrib(glfw.Iconified) != glfw.True {
glfw.PollEvents()
}
}
// restoreWindow must be called from the main thread.
func (u *userInterfaceImpl) restoreWindow() {
u.window.Restore()
// On Linux/UNIX, restoring might not finish even though Restore returns (#1608). Just wait for its finish.
// On macOS, the restoring state might be the same as the maximized state. Skip this.
if runtime.GOOS != "darwin" {
for u.window.GetAttrib(glfw.Maximized) == glfw.True || u.window.GetAttrib(glfw.Iconified) == glfw.True {
glfw.PollEvents()
time.Sleep(time.Second / 60)
}
}
}
// setWindowDecorated must be called from the main thread.
func (u *userInterfaceImpl) setWindowDecorated(decorated bool) {
if microsoftgdk.IsXbox() {
return
}
v := glfw.False
if decorated {
v = glfw.True
}
u.window.SetAttrib(glfw.Decorated, v)
// The title can be lost when the decoration is gone. Recover this.
if decorated {
u.window.SetTitle(u.title)
}
}
// setWindowFloating must be called from the main thread.
func (u *userInterfaceImpl) setWindowFloating(floating bool) {
if microsoftgdk.IsXbox() {
return
}
v := glfw.False
if floating {
v = glfw.True
}
u.window.SetAttrib(glfw.Floating, v)
}
// setWindowResizingMode must be called from the main thread.
func (u *userInterfaceImpl) setWindowResizingMode(mode WindowResizingMode) {
if microsoftgdk.IsXbox() {
return
}
if u.windowResizingMode == mode {
return
}
u.windowResizingMode = mode
v := glfw.False
if mode == WindowResizingModeEnabled {
v = glfw.True
}
u.window.SetAttrib(glfw.Resizable, v)
u.setWindowResizingModeForOS(mode)
}
// setWindowPositionInDIP sets the window position.
//
// x and y are the position in device-independent pixels.
//
// setWindowPositionInDIP must be called from the main thread.
func (u *userInterfaceImpl) setWindowPositionInDIP(x, y int, monitor *glfw.Monitor) {
if microsoftgdk.IsXbox() {
// Do nothing. The position is always fixed.
return
}
mx, my := monitor.GetPos()
xf := u.dipToGLFWPixel(float64(x), monitor)
yf := u.dipToGLFWPixel(float64(y), monitor)
if x, y := u.adjustWindowPosition(mx+int(xf), my+int(yf), monitor); u.isFullscreen() {
u.setOrigWindowPos(x, y)
} else {
u.window.SetPos(x, y)
}
}
// setWindowTitle must be called from the main thread.
func (u *userInterfaceImpl) setWindowTitle(title string) {
u.window.SetTitle(title)
}
// forceToRefreshIfNeeded forces to refresh the framebuffer by resizing the window quickly.
// This is a very dirty but necessary hack for DirectX (#2050).
// With DirectX, the framebuffer is not rendered correctly when the window is resized by dragging
// or just after the resizing finishes by dragging.
// forceToRefreshIfNeeded must be called from the main thread.
func (u *userInterfaceImpl) forceToRefreshIfNeeded() {
if !u.graphicsDriver.IsDirectX() {
return
}
x, y := u.window.GetPos()
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u.window.SetPos(x+1, y+1)
glfw.PollEvents()
time.Sleep(time.Millisecond)
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u.window.SetPos(x, y)
glfw.PollEvents()
time.Sleep(time.Millisecond)
}
// isWindowMaximized must be called from the main thread.
func (u *userInterfaceImpl) isWindowMaximized() bool {
return u.window.GetAttrib(glfw.Maximized) == glfw.True && !u.isNativeFullscreen()
}
func (u *userInterfaceImpl) origWindowPos() (int, int) {
return u.origWindowPosX, u.origWindowPosY
}
func (u *userInterfaceImpl) setOrigWindowPos(x, y int) {
u.origWindowPosX = x
u.origWindowPosY = y
}