ebiten/internal/ui/ui_glfw.go

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// Copyright 2015 Hajime Hoshi
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
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// +build !js
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package ui
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import (
"errors"
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"runtime"
"time"
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"github.com/go-gl/glfw/v3.1/glfw"
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"github.com/hajimehoshi/ebiten/internal/graphics/opengl"
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)
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func Now() int64 {
return time.Now().UnixNano()
}
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type UserInterface struct {
window *glfw.Window
width int
height int
scale int
deviceScale float64
framebufferScale int
context *opengl.Context
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funcs chan func()
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}
var currentUI *UserInterface
func CurrentUI() *UserInterface {
return currentUI
}
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func Init() (*opengl.Context, error) {
runtime.LockOSThread()
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if err := glfw.Init(); err != nil {
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return nil, err
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}
glfw.WindowHint(glfw.Visible, glfw.False)
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glfw.WindowHint(glfw.Resizable, glfw.False)
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glfw.WindowHint(glfw.ContextVersionMajor, 2)
glfw.WindowHint(glfw.ContextVersionMinor, 1)
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// As start, create an window with temporary size to create OpenGL context thread.
window, err := glfw.CreateWindow(16, 16, "", nil, nil)
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if err != nil {
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return nil, err
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}
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u := &UserInterface{
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window: window,
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funcs: make(chan func()),
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}
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ch := make(chan error)
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go func() {
runtime.LockOSThread()
u.window.MakeContextCurrent()
glfw.SwapInterval(1)
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var err error
u.context, err = opengl.NewContext()
if err != nil {
ch <- err
}
close(ch)
u.context.Loop()
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}()
currentUI = u
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if err := <-ch; err != nil {
return nil, err
}
if err := u.context.Init(); err != nil {
return nil, err
}
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return u.context, nil
}
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func Main() error {
return CurrentUI().main()
}
func (u *UserInterface) main() error {
// TODO: Check this is done on the main thread.
for f := range u.funcs {
f()
}
return nil
}
func (u *UserInterface) runOnMainThread(f func()) {
if u.funcs == nil {
// already closed
return
}
ch := make(chan struct{})
u.funcs <- func() {
f()
close(ch)
}
<-ch
}
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func (u *UserInterface) SetScreenSize(width, height int) bool {
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r := false
u.runOnMainThread(func() {
r = u.setScreenSize(width, height, u.scale)
})
return r
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}
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func (u *UserInterface) SetScreenScale(scale int) bool {
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r := false
u.runOnMainThread(func() {
r = u.setScreenSize(u.width, u.height, scale)
})
return r
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}
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func (u *UserInterface) ScreenScale() int {
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s := 0
u.runOnMainThread(func() {
s = u.scale
})
return s
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}
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func (u *UserInterface) ActualScreenScale() int {
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s := 0
u.runOnMainThread(func() {
s = u.actualScreenScale()
})
return s
}
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func (u *UserInterface) Start(width, height, scale int, title string) error {
var err error
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u.runOnMainThread(func() {
m := glfw.GetPrimaryMonitor()
v := m.GetVideoMode()
mw, _ := m.GetPhysicalSize()
u.deviceScale = 1
u.framebufferScale = 1
// mw can be 0 on some environment like Linux VM
if 0 < mw {
dpi := float64(v.Width) * 25.4 / float64(mw)
u.deviceScale = dpi / 96
if u.deviceScale < 1 {
u.deviceScale = 1
}
}
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if !u.setScreenSize(width, height, scale) {
err = errors.New("ui: Fail to set the screen size")
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return
}
u.window.SetTitle(title)
u.window.Show()
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x := (v.Width - width*u.windowScale()) / 2
y := (v.Height - height*u.windowScale()) / 3
u.window.SetPos(x, y)
})
return err
}
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func (u *UserInterface) windowScale() int {
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return u.scale * int(u.deviceScale)
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}
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func (u *UserInterface) actualScreenScale() int {
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return u.windowScale() * u.framebufferScale
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}
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func (u *UserInterface) pollEvents() error {
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glfw.PollEvents()
return currentInput.update(u.window, u.windowScale())
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}
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func (u *UserInterface) DoEvents() error {
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var ferr error
u.runOnMainThread(func() {
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if err := u.pollEvents(); err != nil {
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ferr = err
return
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}
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for u.window.GetAttrib(glfw.Focused) == 0 {
// Wait for an arbitrary period to avoid busy loop.
time.Sleep(time.Second / 60)
if err := u.pollEvents(); err != nil {
ferr = err
return
}
if u.window.ShouldClose() {
return
}
}
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})
return ferr
}
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func (u *UserInterface) Terminate() {
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u.runOnMainThread(func() {
glfw.Terminate()
})
close(u.funcs)
u.funcs = nil
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}
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func (u *UserInterface) IsClosed() bool {
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r := false
u.runOnMainThread(func() {
r = u.window.ShouldClose()
})
return r
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}
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func (u *UserInterface) SwapBuffers() {
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u.runOnMainThread(func() {
u.swapBuffers()
})
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}
func (u *UserInterface) swapBuffers() {
// The bound framebuffer must be the default one (0) before swapping buffers.
u.context.BindZeroFramebuffer()
u.context.RunOnContextThread(func() error {
u.window.SwapBuffers()
return nil
})
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}
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func (u *UserInterface) setScreenSize(width, height, scale int) bool {
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if u.width == width && u.height == height && u.scale == scale {
return false
}
// u.scale should be set first since this affects windowScale().
origScale := u.scale
u.scale = scale
// On Windows, giving a too small width doesn't call a callback (#165).
// To prevent hanging up, return asap if the width is too small.
// 252 is an arbitrary number and I guess this is small enough.
const minWindowWidth = 252
if width*u.actualScreenScale() < minWindowWidth {
u.scale = origScale
return false
}
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u.width = width
u.height = height
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// To make sure the current existing framebuffers are rendered,
// swap buffers here before SetSize is called.
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u.swapBuffers()
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ch := make(chan struct{})
window := u.window
window.SetFramebufferSizeCallback(func(_ *glfw.Window, width, height int) {
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window.SetFramebufferSizeCallback(nil)
close(ch)
})
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window.SetSize(width*u.windowScale(), height*u.windowScale())
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event:
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for {
glfw.PollEvents()
select {
case <-ch:
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break event
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default:
}
}
// This is usually 1, but sometimes more than 1 (e.g. Retina Mac)
fw, _ := window.GetFramebufferSize()
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u.framebufferScale = fw / width / u.windowScale()
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return true
}