ebiten/internal/uidriver/glfw/ui.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 freebsd linux windows
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// +build !js
// +build !android
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// +build !ios
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package glfw
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import (
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"context"
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"image"
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"math"
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"runtime"
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"sync"
"time"
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"github.com/hajimehoshi/ebiten/internal/devicescale"
"github.com/hajimehoshi/ebiten/internal/driver"
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"github.com/hajimehoshi/ebiten/internal/glfw"
"github.com/hajimehoshi/ebiten/internal/thread"
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)
type UserInterface struct {
title string
window *glfw.Window
width int
windowWidth int
height int
initMonitor *glfw.Monitor
initFullscreenWidth int
initFullscreenHeight int
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scale float64
fullscreenScale float64
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running bool
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toChangeSize bool
origPosX int
origPosY int
runnableInBackground bool
vsync bool
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lastActualScale float64
initFullscreen bool
initCursorVisible bool
initWindowDecorated bool
initWindowResizable bool
initIconImages []image.Image
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reqWidth int
reqHeight int
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graphics driver.Graphics
input Input
t *thread.Thread
m sync.RWMutex
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}
const (
maxInt = int(^uint(0) >> 1)
minInt = -maxInt - 1
invalidPos = minInt
)
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var (
theUI = &UserInterface{
origPosX: invalidPos,
origPosY: invalidPos,
initCursorVisible: true,
initWindowDecorated: true,
vsync: true,
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}
)
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func init() {
theUI.input.ui = theUI
}
func Get() *UserInterface {
return theUI
}
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func init() {
hideConsoleWindowOnWindows()
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if err := initialize(); err != nil {
panic(err)
}
glfw.SetMonitorCallback(func(monitor *glfw.Monitor, event glfw.MonitorEvent) {
cacheMonitors()
})
cacheMonitors()
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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)
// Create a window to set the initial monitor.
w, err := glfw.CreateWindow(16, 16, "", nil, nil)
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if err != nil {
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return err
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}
if w == nil {
// This can happen on Windows Remote Desktop (#903).
panic("ui: glfw.CreateWindow must not return nil")
}
// TODO: Fix this hack. currentMonitorImpl now requires u.window on POSIX.
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theUI.window = w
theUI.initMonitor = theUI.currentMonitorFromPosition()
v := theUI.initMonitor.GetVideoMode()
s := theUI.glfwScale()
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theUI.initFullscreenWidth = int(float64(v.Width) / s)
theUI.initFullscreenHeight = int(float64(v.Height) / s)
theUI.window.Destroy()
theUI.window = nil
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return nil
}
type cachedMonitor 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 'cacheMonitors' 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 []*cachedMonitor
func cacheMonitors() {
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monitors = nil
ms := glfw.GetMonitors()
for _, m := range ms {
x, y := m.GetPos()
monitors = append(monitors, &cachedMonitor{
m: m,
vm: m.GetVideoMode(),
x: x,
y: y,
})
}
}
// getCachedMonitor returns a monitor for the given window x/y
// returns false if monitor is not found.
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//
// getCachedMonitor must be called on the main thread.
func getCachedMonitor(wx, wy int) (*cachedMonitor, bool) {
for _, m := range monitors {
if m.x <= wx && wx < m.x+m.vm.Width && m.y <= wy && wy < m.y+m.vm.Height {
return m, true
}
}
return nil, false
}
func (u *UserInterface) isRunning() bool {
u.m.RLock()
v := u.running
u.m.RUnlock()
return v
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}
func (u *UserInterface) setRunning(running bool) {
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u.m.Lock()
u.running = running
u.m.Unlock()
}
func (u *UserInterface) isInitFullscreen() bool {
u.m.RLock()
v := u.initFullscreen
u.m.RUnlock()
return v
}
func (u *UserInterface) setInitFullscreen(initFullscreen bool) {
u.m.Lock()
u.initFullscreen = initFullscreen
u.m.Unlock()
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}
func (u *UserInterface) isInitCursorVisible() bool {
u.m.RLock()
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v := u.initCursorVisible
u.m.RUnlock()
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return v
}
func (u *UserInterface) setInitCursorVisible(visible bool) {
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u.m.Lock()
u.initCursorVisible = visible
u.m.Unlock()
}
func (u *UserInterface) isInitWindowDecorated() bool {
u.m.RLock()
v := u.initWindowDecorated
u.m.RUnlock()
return v
}
func (u *UserInterface) setInitWindowDecorated(decorated bool) {
u.m.Lock()
u.initWindowDecorated = decorated
u.m.Unlock()
}
func (u *UserInterface) isRunnableInBackground() bool {
u.m.RLock()
v := u.runnableInBackground
u.m.RUnlock()
return v
}
func (u *UserInterface) setRunnableInBackground(runnableInBackground bool) {
u.m.Lock()
u.runnableInBackground = runnableInBackground
u.m.Unlock()
}
func (u *UserInterface) isInitWindowResizable() bool {
u.m.RLock()
v := u.initWindowResizable
u.m.RUnlock()
return v
}
func (u *UserInterface) setInitWindowResizable(resizable bool) {
u.m.Lock()
u.initWindowResizable = resizable
u.m.Unlock()
}
func (u *UserInterface) getInitIconImages() []image.Image {
u.m.RLock()
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i := u.initIconImages
u.m.RUnlock()
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return i
}
func (u *UserInterface) setInitIconImages(iconImages []image.Image) {
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u.m.Lock()
u.initIconImages = iconImages
u.m.Unlock()
}
func (u *UserInterface) ScreenSizeInFullscreen() (int, int) {
if !u.isRunning() {
return u.initFullscreenWidth, u.initFullscreenHeight
}
var v *glfw.VidMode
s := 0.0
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_ = u.t.Call(func() error {
v = u.currentMonitor().GetVideoMode()
s = u.glfwScale()
return nil
})
return int(float64(v.Width) / s), int(float64(v.Height) / s)
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}
func (u *UserInterface) SetScreenSize(width, height int) {
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if !u.isRunning() {
panic("ui: Run is not called yet")
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}
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_ = u.t.Call(func() error {
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// TODO: What if the window is maximized? (#320)
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u.setScreenSize(width, height, u.scale, u.isFullscreen(), u.vsync)
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return nil
})
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}
func (u *UserInterface) SetScreenScale(scale float64) {
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if !u.isRunning() {
panic("ui: Run is not called yet")
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}
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_ = u.t.Call(func() error {
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// TODO: What if the window is maximized? (#320)
u.setScreenSize(u.width, u.height, scale, u.isFullscreen(), u.vsync)
return nil
})
}
func (u *UserInterface) ScreenScale() float64 {
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if !u.isRunning() {
return 0
}
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s := 0.0
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_ = u.t.Call(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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// isFullscreen must be called from the main thread.
func (u *UserInterface) isFullscreen() bool {
if !u.isRunning() {
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panic("ui: the game must be running at isFullscreen")
}
return u.window.GetMonitor() != nil
}
func (u *UserInterface) IsFullscreen() bool {
if !u.isRunning() {
return u.isInitFullscreen()
}
b := false
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_ = u.t.Call(func() error {
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b = u.isFullscreen()
return nil
})
return b
}
func (u *UserInterface) SetFullscreen(fullscreen bool) {
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if !u.isRunning() {
u.setInitFullscreen(fullscreen)
return
}
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_ = u.t.Call(func() error {
u.setScreenSize(u.width, u.height, u.scale, fullscreen, u.vsync)
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return nil
})
}
func (u *UserInterface) SetRunnableInBackground(runnableInBackground bool) {
u.setRunnableInBackground(runnableInBackground)
}
func (u *UserInterface) IsRunnableInBackground() bool {
return u.isRunnableInBackground()
}
func (u *UserInterface) SetVsyncEnabled(enabled bool) {
if !u.isRunning() {
// In general, m is used for locking init* values.
// m is not used for updating vsync in setScreenSize so far, but
// it should be OK since any goroutines can't reach here when
// the game already starts and setScreenSize can be called.
u.m.Lock()
u.vsync = enabled
u.m.Unlock()
return
}
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_ = u.t.Call(func() error {
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u.setScreenSize(u.width, u.height, u.scale, u.isFullscreen(), enabled)
return nil
})
}
func (u *UserInterface) IsVsyncEnabled() bool {
u.m.RLock()
r := u.vsync
u.m.RUnlock()
return r
}
func (u *UserInterface) SetWindowTitle(title string) {
if !u.isRunning() {
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return
}
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_ = u.t.Call(func() error {
u.window.SetTitle(title)
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return nil
})
}
func (u *UserInterface) SetWindowIcon(iconImages []image.Image) {
if !u.isRunning() {
u.setInitIconImages(iconImages)
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return
}
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_ = u.t.Call(func() error {
u.window.SetIcon(iconImages)
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return nil
})
}
func (u *UserInterface) ScreenPadding() (x0, y0, x1, y1 float64) {
if !u.isRunning() {
return 0, 0, 0, 0
}
if !u.IsFullscreen() {
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if u.width == u.windowWidth {
return 0, 0, 0, 0
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}
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// The window width can be bigger than the game screen width (#444).
ox := 0.0
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_ = u.t.Call(func() error {
ox = (float64(u.windowWidth)*u.actualScreenScale() - float64(u.width)*u.actualScreenScale()) / 2
return nil
})
return ox, 0, ox, 0
}
d := 0.0
sx := 0.0
sy := 0.0
gs := 0.0
vw := 0.0
vh := 0.0
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_ = u.t.Call(func() error {
m := u.window.GetMonitor()
d = devicescale.GetAt(m.GetPos())
sx = float64(u.width) * u.actualScreenScale()
sy = float64(u.height) * u.actualScreenScale()
gs = u.glfwScale()
v := m.GetVideoMode()
vw, vh = float64(v.Width), float64(v.Height)
return nil
})
mx := vw * d / gs
my := vh * d / gs
ox := (mx - sx) / 2
oy := (my - sy) / 2
return ox, oy, (mx - sx) - ox, (my - sy) - oy
}
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func (u *UserInterface) adjustPosition(x, y int) (int, int) {
if !u.isRunning() {
return x, y
}
ox, oy, _, _ := u.ScreenPadding()
s := 0.0
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_ = u.t.Call(func() error {
s = u.actualScreenScale()
return nil
})
return x - int(ox/s), y - int(oy/s)
}
func (u *UserInterface) IsCursorVisible() bool {
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if !u.isRunning() {
return u.isInitCursorVisible()
}
v := false
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_ = u.t.Call(func() error {
v = u.window.GetInputMode(glfw.CursorMode) == glfw.CursorNormal
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return nil
})
return v
}
func (u *UserInterface) SetCursorVisible(visible bool) {
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if !u.isRunning() {
u.setInitCursorVisible(visible)
return
}
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_ = u.t.Call(func() error {
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c := glfw.CursorNormal
if !visible {
c = glfw.CursorHidden
}
u.window.SetInputMode(glfw.CursorMode, c)
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return nil
})
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}
func (u *UserInterface) IsWindowDecorated() bool {
if !u.isRunning() {
return u.isInitWindowDecorated()
}
v := false
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_ = u.t.Call(func() error {
v = u.window.GetAttrib(glfw.Decorated) == glfw.True
return nil
})
return v
}
func (u *UserInterface) SetWindowDecorated(decorated bool) {
if !u.isRunning() {
u.setInitWindowDecorated(decorated)
return
}
panic("ui: SetWindowDecorated can't be called after Run so far.")
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// TODO: Now SetAttrib doesn't exist on GLFW 3.2. Revisit later (#556).
// If SetAttrib exists, the implementation would be:
//
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// _ = u.t.Call(func() error {
// v := glfw.False
// if decorated {
// v = glfw.True
// }
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// })
// u.window.SetAttrib(glfw.Decorated, v)
// return nil
}
func (u *UserInterface) IsWindowResizable() bool {
if !u.isRunning() {
return u.isInitWindowResizable()
}
v := false
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_ = u.t.Call(func() error {
v = u.window.GetAttrib(glfw.Resizable) == glfw.True
return nil
})
return v
}
func (u *UserInterface) SetWindowResizable(resizable bool) {
if !u.isRunning() {
u.setInitWindowResizable(resizable)
return
}
panic("ui: SetWindowResizable can't be called after Run so far.")
// TODO: Now SetAttrib doesn't exist on GLFW 3.2. Revisit later (#556).
}
func (u *UserInterface) DeviceScaleFactor() float64 {
f := 0.0
if !u.isRunning() {
return devicescale.GetAt(u.initMonitor.GetPos())
}
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_ = u.t.Call(func() error {
m := u.currentMonitor()
f = devicescale.GetAt(m.GetPos())
return nil
})
return f
}
func init() {
// Lock the main thread.
runtime.LockOSThread()
}
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func (u *UserInterface) Run(width, height int, scale float64, title string, uicontext driver.UIContext, graphics driver.Graphics) error {
// Initialize the main thread first so the thread is available at u.run (#809).
u.t = thread.New()
u.graphics = graphics
u.graphics.SetThread(u.t)
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ctx, cancel := context.WithCancel(context.Background())
ch := make(chan error, 1)
go func() {
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defer cancel()
defer close(ch)
if err := u.run(width, height, scale, title, uicontext); err != nil {
ch <- err
}
}()
u.setRunning(true)
u.t.Loop(ctx)
u.setRunning(false)
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return <-ch
}
func (u *UserInterface) RunWithoutMainLoop(width, height int, scale float64, title string, context driver.UIContext, graphics driver.Graphics) <-chan error {
panic("glfw: RunWithoutMainLoop is not implemented")
}
func (u *UserInterface) run(width, height int, scale float64, title string, context driver.UIContext) error {
if err := u.t.Call(func() error {
if u.graphics.IsGL() {
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glfw.WindowHint(glfw.ContextVersionMajor, 2)
glfw.WindowHint(glfw.ContextVersionMinor, 1)
} else {
glfw.WindowHint(glfw.ClientAPI, glfw.NoAPI)
}
// 'decorated' must be solved before creating a window (#556).
decorated := glfw.False
if u.isInitWindowDecorated() {
decorated = glfw.True
}
glfw.WindowHint(glfw.Decorated, decorated)
resizable := glfw.False
if u.isInitWindowResizable() {
resizable = glfw.True
}
glfw.WindowHint(glfw.Resizable, resizable)
// Set the window visible explicitly or the application freezes on Wayland (#974).
glfw.WindowHint(glfw.Visible, glfw.True)
// As a start, create a window with temporary size to create OpenGL context thread.
window, err := glfw.CreateWindow(16, 16, "", nil, nil)
if err != nil {
return err
}
u.window = window
if u.graphics.IsGL() {
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u.window.MakeContextCurrent()
}
u.window.SetInputMode(glfw.StickyMouseButtonsMode, glfw.True)
u.window.SetInputMode(glfw.StickyKeysMode, glfw.True)
// Solve the initial properties of the window.
mode := glfw.CursorNormal
if !u.isInitCursorVisible() {
mode = glfw.CursorHidden
}
u.window.SetInputMode(glfw.CursorMode, mode)
if i := u.getInitIconImages(); i != nil {
u.window.SetIcon(i)
}
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// Get the monitor before showing the window.
//
// On Windows, there are two types of windows:
//
// active window: The window that has input-focus and attached to the calling thread.
// foreground window: The window that has input-focus: this can be in another process
//
// currentMonitor returns the monitor for the active window when possible and then the monitor for
// the foreground window as fallback. In the current situation, the current window is hidden and
// there is not the active window but the foreground window. After showing the current window, the
// current window will be the active window. Thus, currentMonitor retuls varies before and after
// showing the window.
m := u.currentMonitor()
mx, my := m.GetPos()
v := m.GetVideoMode()
// The game is in window mode (not fullscreen mode) at the first state.
// Don't refer u.initFullscreen here to avoid some GLFW problems.
u.setScreenSize(width, height, scale, false, u.vsync)
// Get the window size before showing since window.Show might change the current
// monitor which affects glfwSize result.
w, h := u.glfwSize()
u.title = title
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u.window.SetTitle(title)
u.window.Show()
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x := mx + (v.Width-w)/2
y := my + (v.Height-h)/3
// Adjusting the position is needed only when the monitor is primary. (#829)
if mx == 0 && my == 0 {
x, y = adjustWindowPosition(x, y)
}
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u.window.SetPos(x, y)
u.window.SetSizeCallback(func(_ *glfw.Window, width, height int) {
if u.window.GetAttrib(glfw.Resizable) == glfw.False {
return
}
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if u.isFullscreen() {
return
}
s := u.glfwScale()
w := int(float64(width) / u.scale / s)
h := int(float64(height) / u.scale / s)
u.reqWidth = w
u.reqHeight = h
})
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return nil
}); err != nil {
return err
}
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var w uintptr
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_ = u.t.Call(func() error {
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w = u.nativeWindow()
return nil
})
u.graphics.SetWindow(w)
return u.loop(context)
}
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// getSize must be called from the main thread.
func (u *UserInterface) glfwSize() (int, int) {
w := int(float64(u.windowWidth) * u.getScale() * u.glfwScale())
h := int(float64(u.height) * u.getScale() * u.glfwScale())
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return w, h
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}
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// getScale must be called from the main thread.
func (u *UserInterface) getScale() float64 {
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if !u.isFullscreen() {
return u.scale
}
if u.fullscreenScale == 0 {
v := u.window.GetMonitor().GetVideoMode()
sw := float64(v.Width) / u.glfwScale() / float64(u.width)
sh := float64(v.Height) / u.glfwScale() / float64(u.height)
s := sw
if s > sh {
s = sh
}
u.fullscreenScale = s
}
return u.fullscreenScale
}
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// actualScreenScale must be called from the main thread.
func (u *UserInterface) actualScreenScale() float64 {
// Avoid calling monitor.GetPos if we have the monitor position cached already.
if cm, ok := getCachedMonitor(u.window.GetPos()); ok {
return u.getScale() * devicescale.GetAt(cm.x, cm.y)
}
return u.getScale() * devicescale.GetAt(u.currentMonitor().GetPos())
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}
func (u *UserInterface) updateSize(context driver.UIContext) {
actualScale := 0.0
sizeChanged := false
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// TODO: Is it possible to reduce 'runOnMainThread' calls?
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_ = u.t.Call(func() error {
actualScale = u.actualScreenScale()
if u.lastActualScale != actualScale {
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u.forceSetScreenSize(u.width, u.height, u.scale, u.isFullscreen(), u.vsync)
}
u.lastActualScale = actualScale
if !u.toChangeSize {
return nil
}
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u.toChangeSize = false
sizeChanged = true
return nil
})
if sizeChanged {
context.SetSize(u.width, u.height, actualScale)
}
}
func (u *UserInterface) update(context driver.UIContext) error {
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shouldClose := false
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_ = u.t.Call(func() error {
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shouldClose = u.window.ShouldClose()
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return nil
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})
if shouldClose {
return driver.RegularTermination
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}
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_ = u.t.Call(func() error {
if u.isInitFullscreen() {
u.setScreenSize(u.width, u.height, u.scale, true, u.vsync)
u.setInitFullscreen(false)
}
return nil
})
// This call is needed for initialization.
u.updateSize(context)
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_ = u.t.Call(func() error {
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glfw.PollEvents()
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u.input.update(u.window, u.getScale()*u.glfwScale())
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defer context.ResumeAudio()
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for !u.isRunnableInBackground() && u.window.GetAttrib(glfw.Focused) == 0 {
context.SuspendAudio()
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// Wait for an arbitrary period to avoid busy loop.
time.Sleep(time.Second / 60)
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glfw.PollEvents()
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if u.window.ShouldClose() {
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return nil
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}
}
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return nil
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})
if err := context.Update(func() {
// The offscreens must be updated every frame (#490).
u.updateSize(context)
}); err != nil {
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return err
}
// Update the screen size when the window is resizable.
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_ = u.t.Call(func() error {
w, h := u.reqWidth, u.reqHeight
if w != 0 || h != 0 {
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u.setScreenSize(w, h, u.scale, u.isFullscreen(), u.vsync)
}
u.reqWidth = 0
u.reqHeight = 0
return nil
})
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return nil
}
func (u *UserInterface) loop(context driver.UIContext) error {
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defer func() {
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_ = u.t.Call(func() error {
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glfw.Terminate()
return nil
})
}()
for {
unfocused := u.window.GetAttrib(glfw.Focused) == glfw.False
var t1, t2 time.Time
if unfocused {
t1 = time.Now()
}
if err := u.update(context); err != nil {
return err
}
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_ = u.t.Call(func() error {
u.swapBuffers()
return nil
})
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 *UserInterface) swapBuffers() {
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if u.graphics.IsGL() {
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u.window.SwapBuffers()
}
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}
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// setScreenSize must be called from the main thread.
func (u *UserInterface) setScreenSize(width, height int, scale float64, fullscreen bool, vsync bool) bool {
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if u.width == width && u.height == height && u.scale == scale && u.isFullscreen() == fullscreen && u.vsync == vsync {
return false
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}
u.forceSetScreenSize(width, height, scale, fullscreen, vsync)
return true
}
// forceSetScreenSize must be called from the main thread.
func (u *UserInterface) forceSetScreenSize(width, height int, scale float64, fullscreen bool, vsync bool) {
// 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.
minWindowWidth := 252
if u.window.GetAttrib(glfw.Decorated) == glfw.False {
minWindowWidth = 1
}
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if width < 1 {
width = 1
}
if height < 1 {
height = 1
}
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u.width = width
u.windowWidth = width
s := scale * devicescale.GetAt(u.currentMonitor().GetPos())
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if int(float64(width)*s) < minWindowWidth {
u.windowWidth = int(math.Ceil(float64(minWindowWidth) / s))
}
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u.height = height
u.scale = scale
u.fullscreenScale = 0
u.vsync = vsync
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// To make sure the current existing framebuffers are rendered,
// swap buffers here before SetSize is called.
u.swapBuffers()
if fullscreen {
if u.origPosX == invalidPos || u.origPosY == invalidPos {
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u.origPosX, u.origPosY = u.window.GetPos()
}
m := u.currentMonitor()
v := m.GetVideoMode()
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u.window.SetMonitor(m, 0, 0, v.Width, v.Height, v.RefreshRate)
} else {
if u.window.GetMonitor() != nil {
// Give dummy values as the window position and size.
// The new window position should be specifying after SetSize.
u.window.SetMonitor(nil, 0, 0, 16, 16, 0)
}
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oldW, oldH := u.window.GetSize()
newW, newH := u.glfwSize()
if oldW != newW || oldH != newH {
ch := make(chan struct{})
u.window.SetFramebufferSizeCallback(func(_ *glfw.Window, _, _ int) {
u.window.SetFramebufferSizeCallback(nil)
close(ch)
})
u.window.SetSize(u.glfwSize())
event:
for {
glfw.PollEvents()
select {
case <-ch:
break event
default:
}
}
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}
if u.origPosX != invalidPos && u.origPosY != invalidPos {
x := u.origPosX
y := u.origPosY
u.window.SetPos(x, y)
// 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(x+1, y)
u.window.SetPos(x, y)
}
u.origPosX = invalidPos
u.origPosY = invalidPos
}
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// Window title might be lost on macOS after coming back from fullscreen.
u.window.SetTitle(u.title)
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}
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if u.graphics.IsGL() {
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// 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.vsync {
glfw.SwapInterval(1)
} else {
glfw.SwapInterval(0)
}
}
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u.graphics.SetVsyncEnabled(vsync)
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u.toChangeSize = true
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}
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// currentMonitor returns the monitor most suitable with the current window.
//
// currentMonitor must be called on the main thread.
func (u *UserInterface) currentMonitor() *glfw.Monitor {
w := u.window
if m := w.GetMonitor(); m != nil {
return m
}
// Get the monitor which the current window belongs to. This requires OS API.
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return u.currentMonitorFromPosition()
}
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func (u *UserInterface) Input() driver.Input {
return &u.input
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}