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internal/ui: refactoring: separate setWindowSizeInDIPImpl to setWindowSizeInDIP and setFullscreen
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@ -737,7 +737,7 @@ func (u *userInterfaceImpl) registerWindowSetSizeCallback() {
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return
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}
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u.adjustViewSize()
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u.adjustViewSizeAfterFullscreen()
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if u.window.GetAttrib(glfw.Resizable) == glfw.False {
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return
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@ -1272,11 +1272,22 @@ func (u *userInterfaceImpl) setWindowSizeInDIP(width, height int) {
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}()
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}
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u.setWindowSizeInDIPImpl(width, height, u.isFullscreen())
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if !u.isFullscreen() {
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// Set the window size after the position. The order matters.
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// In the opposite order, the window size might not be correct when going back from fullscreen with multi monitors.
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oldW, oldH := u.window.GetSize()
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newW := int(u.dipToGLFWPixel(float64(width), u.currentMonitor()))
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newH := int(u.dipToGLFWPixel(float64(height), u.currentMonitor()))
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if oldW != newW || oldH != newH {
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// Just after SetSize, GetSize is not reliable especially on Linux/UNIX.
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// Let's wait for FramebufferSize callback in any cases.
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u.waitForFramebufferSizeCallback(u.window, func() {
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u.window.SetSize(newW, newH)
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})
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}
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}
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u.updateWindowSizeLimits()
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u.adjustViewSize()
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}
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// setFullscreen must be called from the main thread.
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@ -1285,27 +1296,19 @@ func (u *userInterfaceImpl) setFullscreen(fullscreen bool) {
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return
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}
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u.graphicsDriver.SetFullscreen(fullscreen)
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u.setWindowSizeInDIPImpl(u.origWindowWidthInDIP, u.origWindowHeightInDIP, fullscreen)
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}
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func (u *userInterfaceImpl) minimumWindowWidth() int {
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if u.window.GetAttrib(glfw.Decorated) == glfw.False {
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return 1
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// Disable the callback of SetSize. This callback can be invoked by SetMonitor or SetSize.
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// ForceUpdateFrame is called from the callback.
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// While setWindowSize can be called from UpdateFrame,
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// calling ForceUpdateFrame inside UpdateFrame is illegal (#1505).
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if u.setSizeCallbackEnabled {
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u.setSizeCallbackEnabled = false
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defer func() {
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u.setSizeCallbackEnabled = true
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}()
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}
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// On Windows, giving a too small width doesn't call a callback (#165).
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// To prevent hanging up, return asap if the width is too small.
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// 126 is an arbitrary number and I guess this is small enough .
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if runtime.GOOS == "windows" {
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return 126
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}
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// On macOS, resizing the window by cursor sometimes ignores the minimum size.
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// To avoid the flaky behavior, do not add a limitation.
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return 1
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}
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func (u *userInterfaceImpl) setWindowSizeInDIPImpl(width, height int, fullscreen bool) {
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// Enter the fullscreen.
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if fullscreen {
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if x, y := u.origWindowPos(); x == invalidPos || y == invalidPos {
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u.setOrigWindowPos(u.window.GetPos())
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@ -1329,27 +1332,29 @@ func (u *userInterfaceImpl) setWindowSizeInDIPImpl(width, height int, fullscreen
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u.swapBuffers()
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}
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}
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u.adjustViewSizeAfterFullscreen()
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return
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}
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// Exit the fullscreen.
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// Get the original window position and size before changing the state of fullscreen.
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// TODO: Why?
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origX, origY := u.origWindowPos()
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wasFullscreen := u.isFullscreen()
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if u.isNativeFullscreenAvailable() && u.isNativeFullscreen() {
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ww := int(u.dipToGLFWPixel(float64(u.origWindowWidthInDIP), u.currentMonitor()))
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wh := int(u.dipToGLFWPixel(float64(u.origWindowHeightInDIP), u.currentMonitor()))
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if u.isNativeFullscreenAvailable() {
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u.setNativeFullscreen(false)
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// Adjust the window size later (after adjusting the position).
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} else if !u.isNativeFullscreenAvailable() && u.window.GetMonitor() != nil {
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ww := int(u.dipToGLFWPixel(float64(width), u.currentMonitor()))
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wh := int(u.dipToGLFWPixel(float64(height), u.currentMonitor()))
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u.window.SetMonitor(nil, 0, 0, ww, wh, 0)
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glfw.PollEvents()
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u.swapBuffers()
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}
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if wasFullscreen {
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// glfw.PollEvents is necessary for macOS to enable (*glfw.Window).SetPos and SetSize (#2296).
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glfw.PollEvents()
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}
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// glfw.PollEvents is necessary for macOS to enable (*glfw.Window).SetPos and SetSize (#2296).
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glfw.PollEvents()
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if origX != invalidPos && origY != invalidPos {
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u.window.SetPos(origX, origY)
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@ -1362,20 +1367,30 @@ func (u *userInterfaceImpl) setWindowSizeInDIPImpl(width, height int, fullscreen
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u.setOrigWindowPos(invalidPos, invalidPos)
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}
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// Set the window size after the position. The order matters.
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// In the opposite order, the window size might not be correct when going back from fullscreen with multi monitors.
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oldW, oldH := u.window.GetSize()
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newW := int(u.dipToGLFWPixel(float64(width), u.currentMonitor()))
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newH := int(u.dipToGLFWPixel(float64(height), u.currentMonitor()))
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if oldW != newW || oldH != newH {
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// Just after SetSize, GetSize is not reliable especially on Linux/UNIX.
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// Let's wait for FramebufferSize callback in any cases.
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u.waitForFramebufferSizeCallback(u.window, func() {
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u.window.SetSize(newW, newH)
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})
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if u.isNativeFullscreenAvailable() {
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// Set the window size after the position. The order matters.
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// In the opposite order, the window size might not be correct when going back from fullscreen with multi monitors.
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u.window.SetSize(ww, wh)
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}
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}
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func (u *userInterfaceImpl) minimumWindowWidth() int {
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if u.window.GetAttrib(glfw.Decorated) == glfw.False {
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return 1
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}
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// On Windows, giving a too small width doesn't call a callback (#165).
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// To prevent hanging up, return asap if the width is too small.
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// 126 is an arbitrary number and I guess this is small enough .
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if runtime.GOOS == "windows" {
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return 126
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}
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// On macOS, resizing the window by cursor sometimes ignores the minimum size.
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// To avoid the flaky behavior, do not add a limitation.
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return 1
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}
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// updateVsync must be called on the main thread.
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func (u *userInterfaceImpl) updateVsync() {
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if u.graphicsDriver.IsGL() {
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@ -290,14 +290,16 @@ func (u *userInterfaceImpl) setNativeFullscreen(fullscreen bool) {
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}
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}
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func (u *userInterfaceImpl) adjustViewSize() {
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func (u *userInterfaceImpl) adjustViewSizeAfterFullscreen() {
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if u.graphicsDriver.IsGL() {
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return
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}
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window := cocoa.NSWindow{ID: objc.ID(u.window.GetCocoaWindow())}
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if window.StyleMask()&cocoa.NSWindowStyleMaskFullScreen == 0 {
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return
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}
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// Apparently, adjusting the view size is not needed as of macOS 12 (#1745).
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if cocoa.NSProcessInfo_processInfo().IsOperatingSystemAtLeastVersion(cocoa.NSOperatingSystemVersion{
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Major: 12,
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@ -315,6 +317,7 @@ func (u *userInterfaceImpl) adjustViewSize() {
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}
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viewSize.Width--
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view.SetFrameSize(viewSize)
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// NSColor.blackColor (0, 0, 0, 1) didn't work.
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// Use the transparent color instead.
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window.SetBackgroundColor(cocoa.NSColor_colorWithSRGBRedGreenBlueAlpha(0, 0, 0, 0))
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@ -214,7 +214,7 @@ func (u *userInterfaceImpl) setNativeFullscreen(fullscreen bool) {
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panic(fmt.Sprintf("ui: setNativeFullscreen is not implemented in this environment: %s", runtime.GOOS))
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}
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func (u *userInterfaceImpl) adjustViewSize() {
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func (u *userInterfaceImpl) adjustViewSizeAfterFullscreen() {
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}
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func (u *userInterfaceImpl) setWindowResizingModeForOS(mode WindowResizingMode) {
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@ -178,7 +178,7 @@ func (u *userInterfaceImpl) setNativeFullscreen(fullscreen bool) {
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panic(fmt.Sprintf("ui: setNativeFullscreen is not implemented in this environment: %s", runtime.GOOS))
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}
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func (u *userInterfaceImpl) adjustViewSize() {
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func (u *userInterfaceImpl) adjustViewSizeAfterFullscreen() {
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}
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func (u *userInterfaceImpl) setWindowResizingModeForOS(mode WindowResizingMode) {
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