ebiten/internal/ui/ui_glfw.go

1559 lines
40 KiB
Go
Raw Normal View History

2015-01-01 17:20:20 +01:00
// 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.
2014-12-09 15:16:04 +01:00
//go:build !android && !ios && !js && !nintendosdk
2015-01-02 07:20:05 +01:00
package ui
2014-12-05 18:26:02 +01:00
import (
2022-12-30 05:26:42 +01:00
stdcontext "context"
"errors"
"fmt"
2017-09-22 21:12:02 +02:00
"image"
"os"
2014-12-14 10:57:29 +01:00
"runtime"
2016-09-03 14:14:06 +02:00
"sync"
"sync/atomic"
"time"
2015-06-20 18:33:28 +02:00
2020-10-03 19:35:13 +02:00
"github.com/hajimehoshi/ebiten/v2/internal/devicescale"
"github.com/hajimehoshi/ebiten/v2/internal/file"
"github.com/hajimehoshi/ebiten/v2/internal/gamepad"
2020-10-03 19:35:13 +02:00
"github.com/hajimehoshi/ebiten/v2/internal/glfw"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
2020-10-03 19:35:13 +02:00
"github.com/hajimehoshi/ebiten/v2/internal/hooks"
"github.com/hajimehoshi/ebiten/v2/internal/microsoftgdk"
2014-12-05 18:26:02 +01:00
)
func driverCursorModeToGLFWCursorMode(mode CursorMode) int {
2021-04-14 18:59:31 +02:00
switch mode {
case CursorModeVisible:
2021-04-14 18:59:31 +02:00
return glfw.CursorNormal
case CursorModeHidden:
2021-04-14 18:59:31 +02:00
return glfw.CursorHidden
case CursorModeCaptured:
2021-04-14 18:59:31 +02:00
return glfw.CursorDisabled
default:
panic(fmt.Sprintf("ui: invalid CursorMode: %d", mode))
2021-04-14 18:59:31 +02:00
}
}
type userInterfaceImpl struct {
graphicsDriver graphicsdriver.Graphics
context *context
2020-04-02 17:06:42 +02:00
title string
window *glfw.Window
minWindowWidthInDIP int
minWindowHeightInDIP int
maxWindowWidthInDIP int
maxWindowHeightInDIP int
2018-01-02 16:23:18 +01:00
running uint32
runnableOnUnfocused bool
fpsMode FPSModeType
iconImages []image.Image
cursorShape CursorShape
windowClosingHandled bool
windowResizingMode WindowResizingMode
inFrame uint32
// err must be accessed from the main thread.
err error
lastDeviceScaleFactor float64
2021-02-10 20:00:37 +01:00
// 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
2018-01-02 16:23:18 +01:00
bufferOnceSwapped bool
origWindowPosX int
origWindowPosY int
origWindowWidthInDIP int
origWindowHeightInDIP int
fpsModeInited bool
inputState InputState
iwindow glfwWindow
sizeCallback glfw.SizeCallback
closeCallback glfw.CloseCallback
framebufferSizeCallback glfw.FramebufferSizeCallback
defaultFramebufferSizeCallback glfw.FramebufferSizeCallback
dropCallback glfw.DropCallback
framebufferSizeCallbackCh chan struct{}
glContextSetOnce sync.Once
darwinInitOnce sync.Once
mainThread threadInterface
renderThread threadInterface
m sync.RWMutex
2016-03-24 16:38:30 +01:00
}
2022-12-30 05:26:42 +01:00
type threadInterface interface {
Loop(ctx stdcontext.Context) error
Call(f func())
}
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,
fpsMode: FPSModeVsyncOn,
origWindowPosX: invalidPos,
origWindowPosY: invalidPos,
2017-07-30 13:26:40 +02:00
}
theUI.iwindow.ui = &theUI.userInterfaceImpl
}
2016-07-23 13:25:52 +02:00
func init() {
hideConsoleWindowOnWindows()
2018-05-04 16:55:23 +02:00
if err := initialize(); err != nil {
panic(err)
}
glfw.SetMonitorCallback(glfw.ToMonitorCallback(func(monitor *glfw.Monitor, event glfw.PeripheralEvent) {
updateMonitors()
}))
updateMonitors()
2016-07-23 13:25:52 +02:00
}
var glfwSystemCursors = map[CursorShape]*glfw.Cursor{}
2016-07-23 13:25:52 +02:00
func initialize() error {
2016-05-07 15:27:10 +02:00
if err := glfw.Init(); err != nil {
2016-07-23 13:25:52 +02:00
return err
2014-12-05 18:26:02 +01:00
}
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)
2022-02-06 16:51:48 +01:00
// 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))
2017-08-12 08:39:41 +02:00
// 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)
2016-07-23 13:25:52 +02:00
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.
2018-11-14 17:08:36 +01:00
//
// monitors must be manipulated on the main thread.
var monitors []*monitor
func updateMonitors() {
2018-11-14 17:08:36 +01:00
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,
2020-08-23 20:05:38 +02:00
// or returns nil if monitor is not found.
2018-11-14 17:08:36 +01:00
//
// 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 {
2020-08-23 20:05:38 +02:00
return m
}
}
2020-08-23 20:05:38 +02:00
return nil
}
func (u *userInterfaceImpl) isRunning() bool {
return atomic.LoadUint32(&u.running) != 0
2016-09-03 14:14:06 +02:00
}
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()
2016-09-03 14:14:06 +02:00
}
func (u *userInterfaceImpl) getInitCursorMode() CursorMode {
u.m.RLock()
v := u.initCursorMode
u.m.RUnlock()
2017-08-12 08:39:41 +02:00
return v
}
func (u *userInterfaceImpl) setInitCursorMode(mode CursorMode) {
2017-08-12 08:39:41 +02:00
u.m.Lock()
u.initCursorMode = mode
2017-08-12 08:39:41 +02:00
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) getIconImages() []image.Image {
u.m.RLock()
i := u.iconImages
u.m.RUnlock()
2017-09-22 21:12:02 +02:00
return i
}
func (u *userInterfaceImpl) setIconImages(iconImages []image.Image) {
2017-09-22 21:12:02 +02:00
u.m.Lock()
u.iconImages = iconImages
2017-09-22 21:12:02 +02:00
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()
2020-02-09 15:03:03 +01:00
}
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) ScreenSizeInFullscreen() (int, int) {
if !u.isRunning() {
return u.initFullscreenWidthInDIP, u.initFullscreenHeightInDIP
}
var w, h int
2022-12-28 07:59:53 +01:00
u.mainThread.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
2018-05-04 09:09:55 +02:00
}
2019-02-07 09:19:24 +01:00
// 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 {
2022-11-24 16:59:15 +01:00
if microsoftgdk.IsXbox() {
return false
}
if !u.isRunning() {
return u.isInitFullscreen()
}
b := false
2022-12-28 07:59:53 +01:00
u.mainThread.Call(func() {
2019-02-07 09:19:24 +01:00
b = u.isFullscreen()
})
return b
}
func (u *userInterfaceImpl) SetFullscreen(fullscreen bool) {
2022-11-24 16:59:15 +01:00
if microsoftgdk.IsXbox() {
return
}
2017-08-02 18:07:04 +02:00
if !u.isRunning() {
u.setInitFullscreen(fullscreen)
return
}
2022-12-28 07:59:53 +01:00
u.mainThread.Call(func() {
if u.isFullscreen() == fullscreen {
return
}
2022-09-25 15:31:26 +02:00
u.setFullscreen(fullscreen)
})
2017-08-02 18:07:04 +02:00
}
func (u *userInterfaceImpl) IsFocused() bool {
if !u.isRunning() {
return false
}
var focused bool
2022-12-28 07:59:53 +01:00
u.mainThread.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
}
2022-12-28 07:59:53 +01:00
u.mainThread.Call(func() {
if !u.fpsModeInited {
u.fpsMode = mode
return
}
u.setFPSMode(mode)
})
}
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 {
2017-08-12 08:39:41 +02:00
if !u.isRunning() {
return u.getInitCursorMode()
2017-08-12 08:39:41 +02:00
}
var mode int
2022-12-28 07:59:53 +01:00
u.mainThread.Call(func() {
mode = u.window.GetInputMode(glfw.CursorMode)
2017-08-12 08:39:41 +02:00
})
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))
}
2017-08-12 08:39:41 +02:00
return v
}
func (u *userInterfaceImpl) SetCursorMode(mode CursorMode) {
2017-08-12 08:39:41 +02:00
if !u.isRunning() {
u.setInitCursorMode(mode)
2017-08-12 08:39:41 +02:00
return
}
2022-12-28 07:59:53 +01:00
u.mainThread.Call(func() {
2021-04-14 18:59:31 +02:00
u.window.SetInputMode(glfw.CursorMode, driverCursorModeToGLFWCursorMode(mode))
if mode == CursorModeVisible {
u.setNativeCursor(u.getCursorShape())
}
2017-08-12 08:39:41 +02:00
})
2016-09-03 10:17:54 +02:00
}
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
}
2022-12-28 07:59:53 +01:00
u.mainThread.Call(func() {
u.setNativeCursor(shape)
})
}
func (u *userInterfaceImpl) DeviceScaleFactor() float64 {
if !u.isRunning() {
return u.initDeviceScaleFactor
}
f := 0.0
2022-12-28 07:59:53 +01:00
u.mainThread.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)
2021-04-14 18:59:31 +02:00
u.window.SetInputMode(glfw.CursorMode, driverCursorModeToGLFWCursorMode(u.getInitCursorMode()))
u.window.SetCursor(glfwSystemCursors[u.getCursorShape()])
u.window.SetTitle(u.title)
2022-02-08 11:23:38 +01:00
// 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)
}
// 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.inputState.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)
}
func (u *userInterfaceImpl) registerDropCallback() {
if u.dropCallback == nil {
u.dropCallback = glfw.ToDropCallback(func(_ *glfw.Window, names []string) {
u.m.Lock()
defer u.m.Unlock()
u.inputState.DroppedFiles = file.NewVirtualFS(names)
})
}
u.window.SetDropCallback(u.dropCallback)
}
// 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) initOnMainThread(options *RunOptions) error {
glfw.WindowHint(glfw.AutoIconify, glfw.False)
// On macOS, window decoration should be initialized once after buffers are swapped (#2600).
if runtime.GOOS != "darwin" {
decorated := glfw.False
if u.isInitWindowDecorated() {
decorated = glfw.True
}
glfw.WindowHint(glfw.Decorated, decorated)
}
glfwTransparent := glfw.False
if options.ScreenTransparent {
glfwTransparent = glfw.True
}
glfw.WindowHint(glfw.TransparentFramebuffer, glfwTransparent)
g, err := newGraphicsDriver(&graphicsDriverCreatorImpl{
transparent: options.ScreenTransparent,
}, options.GraphicsLibrary)
if err != nil {
return err
}
u.graphicsDriver = g
u.graphicsDriver.SetTransparent(options.ScreenTransparent)
if u.graphicsDriver.IsGL() {
u.graphicsDriver.(interface{ SetGLFWClientAPI() }).SetGLFWClientAPI()
2020-10-16 21:21:07 +02:00
} 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)
2020-10-16 21:21:07 +02:00
floating := glfw.False
if u.isInitWindowFloating() {
floating = glfw.True
}
glfw.WindowHint(glfw.Floating, floating)
2020-02-09 15:03:03 +01:00
focused := glfw.True
if options.InitUnfocused {
focused = glfw.False
2020-10-16 21:21:07 +02:00
}
glfw.WindowHint(glfw.FocusOnShow, focused)
2020-10-16 21:21:07 +02:00
// 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() {
2020-10-16 21:21:07 +02:00
u.window.Maximize()
}
u.setWindowResizingModeForOS(u.windowResizingMode)
if options.SkipTaskbar {
// Ignore the error.
_ = u.skipTaskbar()
}
// On macOS, the window is shown once after buffers are swapped at update.
if runtime.GOOS != "darwin" {
u.window.Show()
}
2018-12-28 06:08:44 +01:00
if g, ok := u.graphicsDriver.(interface{ SetWindow(uintptr) }); ok {
g.SetWindow(u.nativeWindow())
}
2020-10-16 21:21:07 +02:00
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.registerWindowCloseCallback()
u.registerWindowFramebufferSizeCallback()
u.registerInputCallbacks()
u.registerDropCallback()
2020-10-16 21:21:07 +02:00
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 {
2022-09-24 19:03:27 +02:00
return float64(u.origWindowWidthInDIP), float64(u.origWindowHeightInDIP)
}
2022-09-24 19:03:27 +02:00
// 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
}
2020-10-17 08:09:12 +02:00
if u.window.ShouldClose() {
return 0, 0, RegularTermination
}
// On macOS, one swapping buffers seems required before entering fullscreen (#2599).
if u.isInitFullscreen() && (u.bufferOnceSwapped || runtime.GOOS != "darwin") {
2022-09-25 15:31:26 +02:00
u.setFullscreen(true)
u.setInitFullscreen(false)
}
if runtime.GOOS == "darwin" && u.bufferOnceSwapped {
u.darwinInitOnce.Do(func() {
// On macOS, window decoration should be initialized once after buffers are swapped (#2600).
decorated := glfw.False
if u.isInitWindowDecorated() {
decorated = glfw.True
}
u.window.SetAttrib(glfw.Decorated, decorated)
// The window is not shown at the initialization on macOS. Show the window here.
u.window.Show()
})
}
// 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.fpsMode != FPSModeVsyncOffMinimum {
// TODO: Updating the input can be skipped when clock.Update returns 0 (#1367).
glfw.PollEvents()
} else {
glfw.WaitEvents()
}
if err := u.updateInputState(); err != nil {
return 0, 0, err
}
for u.bufferOnceSwapped && !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)
2019-03-31 12:51:53 +02:00
glfw.PollEvents()
}
if err := hooks.ResumeAudio(); err != nil {
return 0, 0, err
}
outsideWidth, outsideHeight := u.outsideSize()
return outsideWidth, outsideHeight, nil
}
2022-12-28 08:44:22 +01:00
func (u *userInterfaceImpl) loopGame() error {
2022-12-28 07:59:53 +01:00
defer u.mainThread.Call(func() {
glfw.Terminate()
})
for {
2022-12-29 13:09:30 +01:00
if err := u.updateGame(); err != nil {
return err
}
2022-12-29 13:09:30 +01:00
}
}
2022-12-29 13:09:30 +01:00
func (u *userInterfaceImpl) updateGame() error {
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()
}
2022-12-29 13:09:30 +01:00
var outsideWidth, outsideHeight float64
var deviceScaleFactor float64
var err error
if u.mainThread.Call(func() {
outsideWidth, outsideHeight, err = u.update()
deviceScaleFactor = u.deviceScaleFactor(u.currentMonitor())
}); err != nil {
return err
}
u.glContextSetOnce.Do(func() {
u.renderThread.Call(func() {
if u.graphicsDriver.IsGL() {
u.window.MakeContextCurrent()
}
})
})
2022-12-29 13:09:30 +01:00
if err := u.context.updateFrame(u.graphicsDriver, outsideWidth, outsideHeight, deviceScaleFactor, u); err != nil {
return err
}
u.renderThread.Call(func() {
// Call updateVsync even though fpsMode is not updated.
// When toggling to fullscreen, vsync state might be reset unexpectedly (#1787).
u.updateVsyncOnRenderThread()
// This works only for OpenGL.
u.swapBuffersOnRenderThread()
u.bufferOnceSwapped = true
})
if unfocused {
t2 = time.Now()
}
// When a window is not focused or in another space, SwapBuffers might return immediately and CPU might be busy.
// Mitigate this by sleeping (#982, #2521).
if unfocused {
d := t2.Sub(t1)
const wait = time.Second / 60
if d < wait {
time.Sleep(wait - d)
}
}
2022-12-29 13:09:30 +01:00
return nil
2016-03-26 09:24:40 +01:00
}
func (u *userInterfaceImpl) updateIconIfNeeded() {
// In the fullscreen mode, SetIcon fails (#1578).
if u.isFullscreen() {
return
}
imgs := u.getIconImages()
if len(imgs) == 0 {
return
}
u.setIconImages(nil)
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.mainThread.Call(func() {
u.window.SetIcon(newImgs)
})
}
func (u *userInterfaceImpl) swapBuffersOnRenderThread() {
if u.graphicsDriver.IsGL() {
2018-11-12 16:00:10 +01:00
u.window.SwapBuffers()
}
2014-12-14 10:57:29 +01:00
}
2015-02-09 02:25:00 +01:00
// 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
}
2020-10-16 21:21:07 +02:00
// 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
2020-10-16 21:21:07 +02:00
}
if height < 1 {
height = 1
}
2017-10-19 20:25:21 +02:00
2022-09-25 12:56:53 +02:00
scale := u.deviceScaleFactor(u.currentMonitor())
2022-09-25 15:31:26 +02:00
if u.origWindowWidthInDIP == width && u.origWindowHeightInDIP == height && u.lastDeviceScaleFactor == scale {
2022-09-25 12:56:53 +02:00
return
}
u.lastDeviceScaleFactor = scale
2017-10-19 20:25:21 +02:00
2022-09-24 19:03:27 +02:00
u.origWindowWidthInDIP = width
u.origWindowHeightInDIP = height
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()
}
2022-09-25 15:31:26 +02:00
// setFullscreen must be called from the main thread.
func (u *userInterfaceImpl) setFullscreen(fullscreen bool) {
if u.isFullscreen() == fullscreen {
return
}
// Enter the fullscreen.
2020-10-16 21:21:07 +02:00
if fullscreen {
if x, y := u.origWindowPos(); x == invalidPos || y == invalidPos {
u.setOrigWindowPos(u.window.GetPos())
2020-10-16 21:21:07 +02:00
}
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)
2020-10-16 21:21:07 +02:00
}
u.adjustViewSizeAfterFullscreen()
2022-08-10 08:47:50 +02:00
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() {
2022-08-10 08:47:50 +02:00
u.setNativeFullscreen(false)
// Adjust the window size later (after adjusting the position).
2022-08-10 08:47:50 +02:00
} else if !u.isNativeFullscreenAvailable() && u.window.GetMonitor() != nil {
u.window.SetMonitor(nil, 0, 0, ww, wh, 0)
}
// 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)
2022-08-10 08:47:50 +02:00
// 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)
}
2022-08-10 08:47:50 +02:00
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)
2020-10-16 21:21:07 +02:00
}
2015-02-09 02:25:00 +01:00
}
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
}
func (u *userInterfaceImpl) updateVsyncOnRenderThread() {
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 {
2021-04-21 15:50:00 +02:00
// 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
2020-08-23 17:57:48 +02:00
// 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
}
2019-04-07 11:28:50 +02:00
func (u *userInterfaceImpl) readInputState(inputState *InputState) {
u.m.Lock()
defer u.m.Unlock()
u.inputState.copyAndReset(inputState)
2019-04-07 11:28:50 +02:00
}
2019-12-24 16:05:56 +01:00
func (u *userInterfaceImpl) Window() Window {
if microsoftgdk.IsXbox() {
return &nullWindow{}
}
2019-12-24 16:05:56 +01:00
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() {
2022-08-10 14:34:39 +02:00
// TODO: Can we remove this condition?
if u.isNativeFullscreen() {
return
}
2022-08-10 14:34:39 +02:00
if u.isFullscreen() {
return
}
u.window.Maximize()
2022-08-10 14:34:39 +02:00
// 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() {
2022-08-10 14:34:39 +02:00
// 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()
2022-04-03 18:48:15 +02:00
u.window.SetPos(x+1, y+1)
glfw.PollEvents()
time.Sleep(time.Millisecond)
2022-04-03 18:48:15 +02:00
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
}
func IsScreenTransparentAvailable() bool {
return true
}