// 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. // +build darwin freebsd linux windows // +build !js // +build !android // +build !ios package ui import ( "errors" "runtime" "sync" "time" "github.com/go-gl/glfw/v3.2/glfw" "github.com/hajimehoshi/ebiten/internal/opengl" ) type userInterface struct { window *glfw.Window width int height int scale float64 deviceScale float64 funcs chan func() running bool sizeChanged bool m sync.Mutex } var currentUI *userInterface func init() { if err := initialize(); err != nil { panic(err) } } func initialize() error { runtime.LockOSThread() if err := glfw.Init(); err != nil { return err } glfw.WindowHint(glfw.Visible, glfw.False) glfw.WindowHint(glfw.Resizable, glfw.False) glfw.WindowHint(glfw.ContextVersionMajor, 2) glfw.WindowHint(glfw.ContextVersionMinor, 1) // As start, create an window with temporary size to create OpenGL context thread. window, err := glfw.CreateWindow(16, 16, "", nil, nil) if err != nil { return err } hideConsoleWindowOnWindows() u := &userInterface{ window: window, funcs: make(chan func()), sizeChanged: true, } u.window.MakeContextCurrent() glfw.SwapInterval(1) currentUI = u return nil } func RunMainThreadLoop(ch <-chan error) error { // TODO: Check this is done on the main thread. currentUI.setRunning(true) defer func() { currentUI.setRunning(false) }() for { select { case f := <-currentUI.funcs: f() case err := <-ch: // ch returns a value not only when an error occur but also it is closed. return err } } } func (u *userInterface) isRunning() bool { u.m.Lock() defer u.m.Unlock() return u.running } func (u *userInterface) setRunning(running bool) { u.m.Lock() defer u.m.Unlock() u.running = running } func (u *userInterface) runOnMainThread(f func() error) error { if u.funcs == nil { // already closed return nil } ch := make(chan struct{}) var err error u.funcs <- func() { err = f() close(ch) } <-ch return err } func SetScreenSize(width, height int) bool { u := currentUI if !u.isRunning() { panic("ui: Run is not called yet") } r := false _ = u.runOnMainThread(func() error { u.setScreenSize(width, height, u.scale) return nil }) return r } func SetScreenScale(scale float64) bool { u := currentUI if !u.isRunning() { panic("ui: Run is not called yet") } r := false _ = u.runOnMainThread(func() error { u.setScreenSize(u.width, u.height, scale) return nil }) return r } func ScreenScale() float64 { u := currentUI if !u.isRunning() { return 0 } s := 0.0 _ = u.runOnMainThread(func() error { s = u.scale return nil }) return s } func SetCursorVisibility(visible bool) { // This can be called before Run: change the state asyncly. go func() { _ = currentUI.runOnMainThread(func() error { c := glfw.CursorNormal if !visible { c = glfw.CursorHidden } currentUI.window.SetInputMode(glfw.CursorMode, c) return nil }) }() } func Run(width, height int, scale float64, title string, g GraphicsContext) error { u := currentUI // GLContext must be created before setting the screen size, which requires // swapping buffers. var err error glContext, err = opengl.NewContext(currentUI.runOnMainThread) if err != nil { return err } if err := u.runOnMainThread(func() error { m := glfw.GetPrimaryMonitor() v := m.GetVideoMode() if !u.setScreenSize(width, height, scale) { return errors.New("ui: Fail to set the screen size") } u.window.SetTitle(title) u.window.Show() w, h := u.glfwSize() x := (v.Width - w) / 2 y := (v.Height - h) / 3 x, y = adjustWindowPosition(x, y) u.window.SetPos(x, y) return nil }); err != nil { return err } return u.loop(g) } func (u *userInterface) glfwSize() (int, int) { return int(float64(u.width) * u.scale * glfwScale()), int(float64(u.height) * u.scale * glfwScale()) } func (u *userInterface) actualScreenScale() float64 { if u.deviceScale == 0 { u.deviceScale = deviceScale() } return u.scale * u.deviceScale } func (u *userInterface) pollEvents() { glfw.PollEvents() currentInput.update(u.window, u.scale*glfwScale()) } func (u *userInterface) update(g GraphicsContext) error { shouldClose := false _ = u.runOnMainThread(func() error { shouldClose = u.window.ShouldClose() return nil }) if shouldClose { return &RegularTermination{} } actualScale := 0.0 _ = u.runOnMainThread(func() error { if !u.sizeChanged { return nil } u.sizeChanged = false actualScale = u.actualScreenScale() return nil }) if 0 < actualScale { if err := g.SetSize(u.width, u.height, actualScale); err != nil { return err } } _ = u.runOnMainThread(func() error { u.pollEvents() for u.window.GetAttrib(glfw.Focused) == 0 { // Wait for an arbitrary period to avoid busy loop. time.Sleep(time.Second / 60) u.pollEvents() if u.window.ShouldClose() { return nil } } return nil }) if err := g.Update(); err != nil { return err } return nil } func (u *userInterface) loop(g GraphicsContext) error { defer func() { _ = u.runOnMainThread(func() error { glfw.Terminate() return nil }) }() for { if err := u.update(g); err != nil { return err } // The bound framebuffer must be the default one (0) before swapping buffers. if err := glContext.BindScreenFramebuffer(); err != nil { return err } _ = u.runOnMainThread(func() error { u.swapBuffers() return nil }) } } func (u *userInterface) swapBuffers() { u.window.SwapBuffers() } func (u *userInterface) setScreenSize(width, height int, scale float64) bool { if u.width == width && u.height == height && u.scale == scale { return false } 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. // TODO: The same check should be in ui_js.go const minWindowWidth = 252 if int(float64(width)*u.actualScreenScale()) < minWindowWidth { u.scale = origScale return false } u.width = width u.height = height // To make sure the current existing framebuffers are rendered, // swap buffers here before SetSize is called. u.swapBuffers() ch := make(chan struct{}) window := u.window window.SetFramebufferSizeCallback(func(_ *glfw.Window, width, height int) { window.SetFramebufferSizeCallback(nil) close(ch) }) w, h := u.glfwSize() window.SetSize(w, h) event: for { glfw.PollEvents() select { case <-ch: break event default: } } u.sizeChanged = true return true }