// Copyright 2016 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. //go:build (freebsd || (linux && !android) || netbsd || openbsd) && !nintendosdk package ui import ( "fmt" "runtime" "github.com/jezek/xgb" "github.com/jezek/xgb/randr" "github.com/jezek/xgb/xproto" "github.com/hajimehoshi/ebiten/v2/internal/glfw" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl" ) type graphicsDriverCreatorImpl struct { transparent bool } func (g *graphicsDriverCreatorImpl) newAuto() (graphicsdriver.Graphics, GraphicsLibrary, error) { graphics, err := g.newOpenGL() return graphics, GraphicsLibraryOpenGL, err } func (*graphicsDriverCreatorImpl) newOpenGL() (graphicsdriver.Graphics, error) { return opengl.NewGraphics() } func (*graphicsDriverCreatorImpl) newDirectX() (graphicsdriver.Graphics, error) { return nil, nil } func (*graphicsDriverCreatorImpl) newMetal() (graphicsdriver.Graphics, error) { return nil, nil } // glfwMonitorSizeInGLFWPixels must be called from the main thread. func glfwMonitorSizeInGLFWPixels(m *glfw.Monitor) (int, int) { vm := m.GetVideoMode() physWidth, physHeight := vm.Width, vm.Height // TODO: if glfw/glfw#1961 gets fixed, this function may need revising. // In case GLFW decides to switch to returning logical pixels, we can just return 1. // Note: GLFW currently returns physical pixel sizes, // but we need to predict the window system-side size of the fullscreen window // for Ebitengine's `ScreenSizeInFullscreen` public API. // Also at the moment we need this prior to switching to fullscreen, but that might be replaceable. // So this function computes the ratio of physical per logical pixels. xconn, err := xgb.NewConn() if err != nil { // No X11 connection? // Assume we're on pure Wayland then. // GLFW/Wayland shouldn't be having this issue. return physWidth, physHeight } defer xconn.Close() if err := randr.Init(xconn); err != nil { // No RANDR extension? No problem. return physWidth, physHeight } root := xproto.Setup(xconn).DefaultScreen(xconn).Root res, err := randr.GetScreenResourcesCurrent(xconn, root).Reply() if err != nil { // Likely means RANDR is not working. No problem. return physWidth, physHeight } monitorX, monitorY := m.GetPos() for _, crtc := range res.Crtcs[:res.NumCrtcs] { info, err := randr.GetCrtcInfo(xconn, crtc, res.ConfigTimestamp).Reply() if err != nil { // This Crtc is bad. Maybe just got disconnected? continue } if info.NumOutputs == 0 { // This Crtc is not connected to any output. // In other words, a disabled monitor. continue } if int(info.X) == monitorX && int(info.Y) == monitorY { return int(info.Width), int(info.Height) } } // Monitor not known to XRandR. Weird. return physWidth, physHeight } func dipFromGLFWPixel(x float64, monitor *Monitor) float64 { return x / monitor.deviceScaleFactor() } func dipToGLFWPixel(x float64, monitor *Monitor) float64 { return x * monitor.deviceScaleFactor() } func (u *userInterfaceImpl) adjustWindowPosition(x, y int, monitor *Monitor) (int, int) { return x, y } func initialMonitorByOS() (*Monitor, error) { xconn, err := xgb.NewConn() if err != nil { // Assume we're on pure Wayland then. return nil, nil } defer xconn.Close() root := xproto.Setup(xconn).DefaultScreen(xconn).Root rep, err := xproto.QueryPointer(xconn, root).Reply() if err != nil { return nil, err } x, y := int(rep.RootX), int(rep.RootY) // Find the monitor including the cursor. return theMonitors.monitorFromPosition(x, y), nil } func monitorFromWindowByOS(_ *glfw.Window) *Monitor { // TODO: Implement this correctly. (#1119). return nil } func (u *userInterfaceImpl) nativeWindow() uintptr { // TODO: Implement this. return 0 } func (u *userInterfaceImpl) isNativeFullscreen() bool { return false } func (u *userInterfaceImpl) isNativeFullscreenAvailable() bool { return false } func (u *userInterfaceImpl) setNativeFullscreen(fullscreen bool) { panic(fmt.Sprintf("ui: setNativeFullscreen is not implemented in this environment: %s", runtime.GOOS)) } func (u *userInterfaceImpl) adjustViewSizeAfterFullscreen() { } func (u *userInterfaceImpl) setWindowResizingModeForOS(mode WindowResizingMode) { } func initializeWindowAfterCreation(w *glfw.Window) { // Show the window once before getting the position of the window. // On Linux/Unix, the window position is not reliable before showing. w.Show() // Hiding the window makes the position unreliable again. Do not call w.Hide() here (#1829) // Calling Hide is problematic especially on XWayland and/or Sway. // Apparently the window state is inconsistent just after the window is created, but we are not sure. // For more details, see the discussion in #1829. } func (u *userInterfaceImpl) skipTaskbar() error { return nil }