// 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 !nintendosdk package ui import ( "errors" "fmt" "runtime" "syscall" "golang.org/x/sys/windows" "github.com/hajimehoshi/ebiten/v2/internal/glfw" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/directx" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl" "github.com/hajimehoshi/ebiten/v2/internal/microsoftgdk" "github.com/hajimehoshi/ebiten/v2/internal/winver" ) type graphicsDriverCreatorImpl struct { transparent bool } func (g *graphicsDriverCreatorImpl) newAuto() (graphicsdriver.Graphics, GraphicsLibrary, error) { var dxErr error var glErr error if winver.IsWindows10OrGreater() { d, err := g.newDirectX() if err == nil { return d, GraphicsLibraryDirectX, nil } dxErr = err o, err := g.newOpenGL() if err == nil { return o, GraphicsLibraryOpenGL, nil } glErr = err } else { // Creating a swap chain on an older machine than Windows 10 might fail (#2613). // Prefer OpenGL to DirectX. o, err := g.newOpenGL() if err == nil { return o, GraphicsLibraryOpenGL, nil } glErr = err // Initializing OpenGL can fail, though this is pretty rare. d, err := g.newDirectX() if err == nil { return d, GraphicsLibraryDirectX, nil } dxErr = err } return nil, GraphicsLibraryUnknown, fmt.Errorf("ui: failed to choose graphics drivers: DirectX: %v, OpenGL: %v", dxErr, glErr) } func (*graphicsDriverCreatorImpl) newOpenGL() (graphicsdriver.Graphics, error) { return opengl.NewGraphics() } func (g *graphicsDriverCreatorImpl) newDirectX() (graphicsdriver.Graphics, error) { if g.transparent { return nil, fmt.Errorf("ui: DirectX is not available with a transparent window") } return directx.NewGraphics() } func (*graphicsDriverCreatorImpl) newMetal() (graphicsdriver.Graphics, error) { return nil, nil } // clearVideoModeScaleCache must be called from the main thread. func clearVideoModeScaleCache() {} // dipFromGLFWMonitorPixel must be called from the main thread. func (u *userInterfaceImpl) dipFromGLFWMonitorPixel(x float64, monitor *glfw.Monitor) float64 { return x / u.deviceScaleFactor(monitor) } // dipFromGLFWPixel must be called from the main thread. func (u *userInterfaceImpl) dipFromGLFWPixel(x float64, monitor *glfw.Monitor) float64 { return x / u.deviceScaleFactor(monitor) } // dipToGLFWPixel must be called from the main thread. func (u *userInterfaceImpl) dipToGLFWPixel(x float64, monitor *glfw.Monitor) float64 { return x * u.deviceScaleFactor(monitor) } func (u *userInterfaceImpl) adjustWindowPosition(x, y int, monitor *glfw.Monitor) (int, int) { if microsoftgdk.IsXbox() { return x, y } mx, my := monitor.GetPos() // As the video width/height might be wrong, // adjust x/y at least to enable to handle the window (#328) if x < mx { x = mx } t, err := _GetSystemMetrics(_SM_CYCAPTION) if err != nil { panic(err) } if y < my+int(t) { y = my + int(t) } return x, y } func initialMonitorByOS() (*glfw.Monitor, error) { if microsoftgdk.IsXbox() { return glfw.GetPrimaryMonitor(), nil } px, py, err := _GetCursorPos() if err != nil { if errors.Is(err, windows.ERROR_ACCESS_DENIED) { return nil, nil } return nil, err } x, y := int(px), int(py) // Find the monitor including the cursor. for _, m := range theMonitors.append(nil) { w, h := m.vm.Width, m.vm.Height if x >= m.x && x < m.x+w && y >= m.y && y < m.y+h { return m.m, nil } } return nil, nil } func monitorFromWindowByOS(w *glfw.Window) *glfw.Monitor { if microsoftgdk.IsXbox() { return glfw.GetPrimaryMonitor() } return monitorFromWin32Window(windows.HWND(w.GetWin32Window())) } func monitorFromWin32Window(w windows.HWND) *glfw.Monitor { // Get the current monitor by the window handle instead of the window position. It is because the window // position is not reliable in some cases e.g. when the window is put across multiple monitors. m := _MonitorFromWindow(w, _MONITOR_DEFAULTTONEAREST) if m == 0 { // monitorFromWindow can return error on Wine. Ignore this. return nil } mi, err := _GetMonitorInfoW(m) if err != nil { panic(err) } x, y := int(mi.rcMonitor.left), int(mi.rcMonitor.top) for _, m := range theMonitors.append(nil) { if m.x == x && m.y == y { return m.m } } return nil } func (u *userInterfaceImpl) nativeWindow() uintptr { return u.window.GetWin32Window() } 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) { } func (u *userInterfaceImpl) skipTaskbar() error { // S_FALSE is returned when CoInitializeEx is nested. This is a successful case. if err := windows.CoInitializeEx(0, windows.COINIT_MULTITHREADED); err != nil && !errors.Is(err, syscall.Errno(windows.S_FALSE)) { return err } // CoUninitialize should be called even when CoInitializeEx returns S_FALSE. defer windows.CoUninitialize() ptr, err := _CoCreateInstance(&_CLSID_TaskbarList, nil, _CLSCTX_SERVER, &_IID_ITaskbarList) if err != nil { return err } t := (*_ITaskbarList)(ptr) defer t.Release() if err := t.DeleteTab(windows.HWND(u.window.GetWin32Window())); err != nil { return err } return nil }