// 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 glfw import ( "context" "fmt" "image" "os" "runtime" "sync" "time" "unsafe" "github.com/hajimehoshi/ebiten/internal/devicescale" "github.com/hajimehoshi/ebiten/internal/driver" "github.com/hajimehoshi/ebiten/internal/glfw" "github.com/hajimehoshi/ebiten/internal/hooks" "github.com/hajimehoshi/ebiten/internal/thread" ) type UserInterface struct { context driver.UIContext title string window *glfw.Window // windowWidth and windowHeight represents a window size. // The unit is device-dependent pixels. windowWidth int windowHeight int running bool toChangeSize bool origPosX int origPosY int runnableOnUnfocused bool vsync bool lastDeviceScaleFactor float64 initMonitor *glfw.Monitor initTitle string initFullscreenWidthInDP int initFullscreenHeightInDP int initFullscreen bool initCursorMode driver.CursorMode initWindowDecorated bool initWindowResizable bool initWindowPositionXInDP int initWindowPositionYInDP int initWindowWidthInDP int initWindowHeightInDP int initWindowFloating bool initWindowMaximized bool initScreenTransparent bool initIconImages []image.Image reqWidth int reqHeight int input Input iwindow window t *thread.Thread m sync.RWMutex } const ( maxInt = int(^uint(0) >> 1) minInt = -maxInt - 1 invalidPos = minInt ) var ( theUI = &UserInterface{ origPosX: invalidPos, origPosY: invalidPos, initCursorMode: driver.CursorModeVisible, initWindowDecorated: true, initWindowPositionXInDP: invalidPos, initWindowPositionYInDP: invalidPos, initWindowWidthInDP: 640, initWindowHeightInDP: 480, vsync: true, } ) func init() { theUI.input.ui = theUI theUI.iwindow.ui = theUI } func Get() *UserInterface { return theUI } func init() { hideConsoleWindowOnWindows() if err := initialize(); err != nil { panic(err) } glfw.SetMonitorCallback(func(monitor *glfw.Monitor, event glfw.PeripheralEvent) { cacheMonitors() }) cacheMonitors() } func initialize() error { if err := glfw.Init(); err != nil { return err } glfw.WindowHint(glfw.Visible, glfw.False) // Create a window to set the initial monitor. w, err := glfw.CreateWindow(16, 16, "", nil, nil) if err != nil { return err } if w == nil { // This can happen on Windows Remote Desktop (#903). panic("glfw: glfw.CreateWindow must not return nil") } // Create a window and leave it as it is: this affects the result of currentMonitorFromPosition. theUI.window = w theUI.initMonitor = theUI.currentMonitor() v := theUI.initMonitor.GetVideoMode() theUI.initFullscreenWidthInDP = int(theUI.toDeviceIndependentPixel(float64(v.Width))) theUI.initFullscreenHeightInDP = int(theUI.toDeviceIndependentPixel(float64(v.Height))) return nil } type cachedMonitor struct { m *glfw.Monitor vm *glfw.VidMode // Pos of monitor in virtual coords x int y int } // monitors is the monitor list cache for desktop glfw compile targets. // populated by 'cacheMonitors' which is called on init and every // monitor config change event. // // monitors must be manipulated on the main thread. var monitors []*cachedMonitor func cacheMonitors() { monitors = nil ms := glfw.GetMonitors() for _, m := range ms { x, y := m.GetPos() monitors = append(monitors, &cachedMonitor{ m: m, vm: m.GetVideoMode(), x: x, y: y, }) } } // getCachedMonitor returns a monitor for the given window x/y // returns false if monitor is not found. // // getCachedMonitor must be called on the main thread. func getCachedMonitor(wx, wy int) (*cachedMonitor, bool) { for _, m := range monitors { if m.x <= wx && wx < m.x+m.vm.Width && m.y <= wy && wy < m.y+m.vm.Height { return m, true } } return nil, false } func (u *UserInterface) isRunning() bool { u.m.RLock() v := u.running u.m.RUnlock() return v } func (u *UserInterface) setRunning(running bool) { u.m.Lock() u.running = running u.m.Unlock() } func (u *UserInterface) getInitTitle() string { u.m.RLock() v := u.initTitle u.m.RUnlock() return v } func (u *UserInterface) setInitTitle(title string) { u.m.RLock() u.initTitle = title u.m.RUnlock() } func (u *UserInterface) isInitFullscreen() bool { u.m.RLock() v := u.initFullscreen u.m.RUnlock() return v } func (u *UserInterface) setInitFullscreen(initFullscreen bool) { u.m.Lock() u.initFullscreen = initFullscreen u.m.Unlock() } func (u *UserInterface) getInitCursorMode() driver.CursorMode { u.m.RLock() v := u.initCursorMode u.m.RUnlock() return v } func (u *UserInterface) setInitCursorMode(mode driver.CursorMode) { u.m.Lock() u.initCursorMode = mode u.m.Unlock() } func (u *UserInterface) isInitWindowDecorated() bool { u.m.RLock() v := u.initWindowDecorated u.m.RUnlock() return v } func (u *UserInterface) setInitWindowDecorated(decorated bool) { u.m.Lock() u.initWindowDecorated = decorated u.m.Unlock() } func (u *UserInterface) isRunnableOnUnfocused() bool { u.m.RLock() v := u.runnableOnUnfocused u.m.RUnlock() return v } func (u *UserInterface) setRunnableOnUnfocused(runnableOnUnfocused bool) { u.m.Lock() u.runnableOnUnfocused = runnableOnUnfocused u.m.Unlock() } func (u *UserInterface) isInitWindowResizable() bool { u.m.RLock() v := u.initWindowResizable u.m.RUnlock() return v } func (u *UserInterface) setInitWindowResizable(resizable bool) { u.m.Lock() u.initWindowResizable = resizable u.m.Unlock() } func (u *UserInterface) isInitScreenTransparent() bool { u.m.RLock() v := u.initScreenTransparent u.m.RUnlock() return v } func (u *UserInterface) setInitScreenTransparent(transparent bool) { u.m.RLock() u.initScreenTransparent = transparent u.m.RUnlock() } func (u *UserInterface) getInitIconImages() []image.Image { u.m.RLock() i := u.initIconImages u.m.RUnlock() return i } func (u *UserInterface) setInitIconImages(iconImages []image.Image) { u.m.Lock() u.initIconImages = iconImages u.m.Unlock() } func (u *UserInterface) getInitWindowPosition() (int, int) { u.m.RLock() defer u.m.RUnlock() if u.initWindowPositionXInDP != invalidPos && u.initWindowPositionYInDP != invalidPos { return u.initWindowPositionXInDP, u.initWindowPositionYInDP } return invalidPos, invalidPos } func (u *UserInterface) setInitWindowPosition(x, y int) { u.m.Lock() defer u.m.Unlock() u.initWindowPositionXInDP = x u.initWindowPositionYInDP = y } func (u *UserInterface) getInitWindowSize() (int, int) { u.m.Lock() w, h := u.initWindowWidthInDP, u.initWindowHeightInDP u.m.Unlock() return w, h } func (u *UserInterface) setInitWindowSize(width, height int) { u.m.Lock() u.initWindowWidthInDP, u.initWindowHeightInDP = width, height u.m.Unlock() } func (u *UserInterface) isInitWindowFloating() bool { u.m.Lock() f := u.initWindowFloating u.m.Unlock() return f } func (u *UserInterface) setInitWindowFloating(floating bool) { u.m.Lock() u.initWindowFloating = floating u.m.Unlock() } func (u *UserInterface) isInitWindowMaximized() bool { u.m.Lock() f := u.initWindowMaximized u.m.Unlock() return f } func (u *UserInterface) setInitWindowMaximized(floating bool) { u.m.Lock() u.initWindowMaximized = floating u.m.Unlock() } // toDeviceIndependentPixel must be called from the main thread. func (u *UserInterface) toDeviceIndependentPixel(x float64) float64 { return x / u.glfwScale() } // toDeviceDependentPixel must be called from the main thread. func (u *UserInterface) toDeviceDependentPixel(x float64) float64 { return x * u.glfwScale() } func (u *UserInterface) ScreenSizeInFullscreen() (int, int) { if !u.isRunning() { return u.initFullscreenWidthInDP, u.initFullscreenHeightInDP } var w, h int _ = u.t.Call(func() error { v := u.currentMonitor().GetVideoMode() w = int(u.toDeviceIndependentPixel(float64(v.Width))) h = int(u.toDeviceIndependentPixel(float64(v.Height))) return nil }) return w, h } // isFullscreen must be called from the main thread. func (u *UserInterface) isFullscreen() bool { if !u.isRunning() { panic("glfw: isFullscreen can't be called before the main loop starts") } return u.window.GetMonitor() != nil } func (u *UserInterface) IsFullscreen() bool { if !u.isRunning() { return u.isInitFullscreen() } b := false _ = u.t.Call(func() error { b = u.isFullscreen() return nil }) return b } func (u *UserInterface) SetFullscreen(fullscreen bool) { if !u.isRunning() { u.setInitFullscreen(fullscreen) return } var update bool _ = u.t.Call(func() error { update = u.isFullscreen() != fullscreen return nil }) if !update { return } var w, h int _ = u.t.Call(func() error { w, h = u.windowWidth, u.windowHeight return nil }) u.setWindowSize(w, h, fullscreen, u.vsync) } func (u *UserInterface) IsFocused() bool { if !u.isRunning() { return false } var focused bool _ = u.t.Call(func() error { focused = u.window.GetAttrib(glfw.Focused) == glfw.True return nil }) return focused } func (u *UserInterface) SetRunnableOnUnfocused(runnableOnUnfocused bool) { u.setRunnableOnUnfocused(runnableOnUnfocused) } func (u *UserInterface) IsRunnableOnUnfocused() bool { return u.isRunnableOnUnfocused() } func (u *UserInterface) SetVsyncEnabled(enabled bool) { if !u.isRunning() { // In general, m is used for locking init* values. // m is not used for updating vsync in setWindowSize so far, but // it should be OK since any goroutines can't reach here when // the game already starts and setWindowSize can be called. u.m.Lock() u.vsync = enabled u.m.Unlock() return } var w, h int _ = u.t.Call(func() error { w, h = u.windowWidth, u.windowHeight return nil }) u.setWindowSize(w, h, u.isFullscreen(), enabled) } func (u *UserInterface) IsVsyncEnabled() bool { u.m.RLock() r := u.vsync u.m.RUnlock() return r } func (u *UserInterface) CursorMode() driver.CursorMode { if !u.isRunning() { return u.getInitCursorMode() } var v driver.CursorMode _ = u.t.Call(func() error { mode := u.window.GetInputMode(glfw.CursorMode) switch mode { case glfw.CursorNormal: v = driver.CursorModeVisible case glfw.CursorHidden: v = driver.CursorModeHidden case glfw.CursorDisabled: v = driver.CursorModeCaptured default: panic(fmt.Sprintf("invalid cursor mode: %d", mode)) } return nil }) return v } func (u *UserInterface) SetCursorMode(mode driver.CursorMode) { if !u.isRunning() { u.setInitCursorMode(mode) return } _ = u.t.Call(func() error { var c int switch mode { case driver.CursorModeVisible: c = glfw.CursorNormal case driver.CursorModeHidden: c = glfw.CursorHidden case driver.CursorModeCaptured: c = glfw.CursorDisabled default: panic(fmt.Sprintf("invalid cursor mode: %d", mode)) } u.window.SetInputMode(glfw.CursorMode, c) return nil }) } func (u *UserInterface) DeviceScaleFactor() float64 { if !u.isRunning() { return devicescale.GetAt(u.initMonitor.GetPos()) } f := 0.0 _ = u.t.Call(func() error { f = u.deviceScaleFactor() return nil }) return f } // deviceScaleFactor must be called from the main thread. func (u *UserInterface) deviceScaleFactor() float64 { // Before calling SetWindowPosition, the window's positin is not reliable. if u.iwindow.setPositionCalled { // Avoid calling monitor.GetPos if we have the monitor position cached already. if cm, ok := getCachedMonitor(u.window.GetPos()); ok { return devicescale.GetAt(cm.x, cm.y) } } return devicescale.GetAt(u.currentMonitor().GetPos()) } func init() { // Lock the main thread. runtime.LockOSThread() } func (u *UserInterface) Run(uicontext driver.UIContext) error { u.context = uicontext // Initialize the main thread first so the thread is available at u.run (#809). u.t = thread.New() u.Graphics().SetThread(u.t) ctx, cancel := context.WithCancel(context.Background()) ch := make(chan error, 1) go func() { defer cancel() defer close(ch) if err := u.run(); err != nil { ch <- err } }() u.setRunning(true) u.t.Loop(ctx) u.setRunning(false) return <-ch } func (u *UserInterface) RunWithoutMainLoop(context driver.UIContext) { panic("glfw: RunWithoutMainLoop is not implemented") } // createWindow creates a GLFW window. // // createWindow must be called from the main thread. // // createWindow does not set the position or size so far. func (u *UserInterface) createWindow() error { if u.window != nil { panic("glfw: u.window must not exist at createWindow") } // As a start, create a window with temporary size to create OpenGL context thread. window, err := glfw.CreateWindow(16, 16, "", nil, nil) if err != nil { return err } u.window = window if u.Graphics().IsGL() { u.window.MakeContextCurrent() } u.window.SetInputMode(glfw.StickyMouseButtonsMode, glfw.True) u.window.SetInputMode(glfw.StickyKeysMode, glfw.True) mode := glfw.CursorNormal switch u.getInitCursorMode() { case driver.CursorModeHidden: mode = glfw.CursorHidden case driver.CursorModeCaptured: mode = glfw.CursorDisabled } u.window.SetInputMode(glfw.CursorMode, mode) u.window.SetTitle(u.title) // TODO: Set icons u.window.SetSizeCallback(func(_ *glfw.Window, width, height int) { if u.window.GetAttrib(glfw.Resizable) == glfw.False { return } if u.isFullscreen() { return } u.reqWidth = width u.reqHeight = height }) return nil } func (u *UserInterface) run() error { if err := u.t.Call(func() error { // The window is created at initialize(). u.window.Destroy() u.window = nil if u.Graphics().IsGL() { glfw.WindowHint(glfw.ContextVersionMajor, 2) glfw.WindowHint(glfw.ContextVersionMinor, 1) } else { glfw.WindowHint(glfw.ClientAPI, glfw.NoAPI) } decorated := glfw.False if u.isInitWindowDecorated() { decorated = glfw.True } glfw.WindowHint(glfw.Decorated, decorated) transparent := glfw.False if u.isInitScreenTransparent() { transparent = glfw.True } glfw.WindowHint(glfw.TransparentFramebuffer, transparent) u.Graphics().SetTransparent(u.isInitScreenTransparent()) resizable := glfw.False if u.isInitWindowResizable() { resizable = glfw.True } glfw.WindowHint(glfw.Resizable, resizable) floating := glfw.False if u.isInitWindowFloating() { floating = glfw.True } glfw.WindowHint(glfw.Floating, floating) // Set the window visible explicitly or the application freezes on Wayland (#974). if os.Getenv("WAYLAND_DISPLAY") != "" { glfw.WindowHint(glfw.Visible, glfw.True) } if err := u.createWindow(); err != nil { return err } if i := u.getInitIconImages(); i != nil { u.window.SetIcon(i) } return nil }); err != nil { return err } setPosition := func() { u.iwindow.SetPosition(u.getInitWindowPosition()) } setSize := func() { ww, wh := u.getInitWindowSize() ww = int(u.toDeviceDependentPixel(float64(ww))) wh = int(u.toDeviceDependentPixel(float64(wh))) u.setWindowSize(ww, wh, u.isFullscreen(), u.vsync) } // Set the window size and the window position in this order on Linux or other UNIX using X (#1118), // but this should be inverted on Windows. This is very tricky, but there is no obvious way to solve this. // This doesn't matter on macOS. if runtime.GOOS == "windows" { setPosition() setSize() } else { setSize() setPosition() } // Maximizing a window requires a proper size and position. Call Maximize here (#1117). if u.isInitWindowMaximized() { _ = u.t.Call(func() error { u.window.Maximize() return nil }) } _ = u.t.Call(func() error { u.title = u.getInitTitle() u.window.SetTitle(u.title) u.window.Show() return nil }) var w unsafe.Pointer _ = u.t.Call(func() error { w = u.nativeWindow() return nil }) if g, ok := u.Graphics().(interface{ SetWindow(unsafe.Pointer) }); ok { g.SetWindow(w) } return u.loop() } func (u *UserInterface) updateSize() { var w, h int _ = u.t.Call(func() error { w, h = u.windowWidth, u.windowHeight return nil }) u.setWindowSize(w, h, u.isFullscreen(), u.vsync) sizeChanged := false _ = u.t.Call(func() error { if !u.toChangeSize { return nil } u.toChangeSize = false sizeChanged = true return nil }) if sizeChanged { var w, h float64 _ = u.t.Call(func() error { var ww, wh int if u.isFullscreen() { v := u.currentMonitor().GetVideoMode() ww = v.Width wh = v.Height } else { // Instead of u.windowWidth and u.windowHeight, use the actual window size here. // On Windows, the specified size at SetSize and the actual window size might not // match (#1163). ww, wh = u.window.GetSize() } w = u.toDeviceIndependentPixel(float64(ww)) h = u.toDeviceIndependentPixel(float64(wh)) return nil }) u.context.Layout(w, h) } } func (u *UserInterface) update() error { shouldClose := false _ = u.t.Call(func() error { shouldClose = u.window.ShouldClose() return nil }) if shouldClose { return driver.RegularTermination } if u.isInitFullscreen() { var w, h int _ = u.t.Call(func() error { w, h = u.window.GetSize() return nil }) u.setWindowSize(w, h, true, u.vsync) u.setInitFullscreen(false) } // This call is needed for initialization. u.updateSize() _ = u.t.Call(func() error { glfw.PollEvents() return nil }) u.input.update(u.window, u.context) _ = u.t.Call(func() error { defer hooks.ResumeAudio() for !u.isRunnableOnUnfocused() && u.window.GetAttrib(glfw.Focused) == 0 { hooks.SuspendAudio() // Wait for an arbitrary period to avoid busy loop. time.Sleep(time.Second / 60) glfw.PollEvents() if u.window.ShouldClose() { return nil } } return nil }) if err := u.context.Update(); err != nil { return err } if err := u.context.Draw(); err != nil { return err } // Update the screen size when the window is resizable. var w, h int _ = u.t.Call(func() error { w, h = u.reqWidth, u.reqHeight return nil }) if w != 0 || h != 0 { u.setWindowSize(w, h, u.isFullscreen(), u.vsync) } _ = u.t.Call(func() error { u.reqWidth = 0 u.reqHeight = 0 return nil }) return nil } func (u *UserInterface) loop() error { defer func() { _ = u.t.Call(func() error { glfw.Terminate() return nil }) }() for { var unfocused bool // On Windows, the focusing state might be always false (#987). // On Windows, even if a window is in another workspace, vsync seems to work. // Then let's assume the window is always 'focused' as a workaround. if runtime.GOOS != "windows" { unfocused = u.window.GetAttrib(glfw.Focused) == glfw.False } var t1, t2 time.Time if unfocused { t1 = time.Now() } if err := u.update(); err != nil { return err } _ = u.t.Call(func() error { u.swapBuffers() return nil }) if unfocused { t2 = time.Now() } // When a window is not focused, SwapBuffers might return immediately and CPU might be busy. // Mitigate this by sleeping (#982). if unfocused { d := t2.Sub(t1) const wait = time.Second / 60 if d < wait { time.Sleep(wait - d) } } } } // swapBuffers must be called from the main thread. func (u *UserInterface) swapBuffers() { if u.Graphics().IsGL() { u.window.SwapBuffers() } } func (u *UserInterface) setWindowSize(width, height int, fullscreen bool, vsync bool) { windowRecreated := false _ = u.t.Call(func() error { if u.windowWidth == width && u.windowHeight == height && u.isFullscreen() == fullscreen && u.vsync == vsync && u.lastDeviceScaleFactor == u.deviceScaleFactor() { return nil } if width < 1 { width = 1 } if height < 1 { height = 1 } u.vsync = vsync u.lastDeviceScaleFactor = u.deviceScaleFactor() // To make sure the current existing framebuffers are rendered, // swap buffers here before SetSize is called. u.swapBuffers() if fullscreen { if u.origPosX == invalidPos || u.origPosY == invalidPos { u.origPosX, u.origPosY = u.window.GetPos() } m := u.currentMonitor() v := m.GetVideoMode() u.window.SetMonitor(m, 0, 0, v.Width, v.Height, v.RefreshRate) // Swapping buffer is necesary to prevent the image lag (#1004). // TODO: This might not work when vsync is disabled. if u.Graphics().IsGL() { glfw.PollEvents() u.swapBuffers() } } else { if u.window.GetMonitor() != nil { if u.Graphics().IsGL() { // When OpenGL is used, swapping buffer is enough to solve the image-lag // issue (#1004). Rather, recreating window destroys GPU resources. // TODO: This might not work when vsync is disabled. u.window.SetMonitor(nil, 0, 0, 16, 16, 0) glfw.PollEvents() u.swapBuffers() } else { // Recreate the window since an image lag remains after coming back from // fullscreen (#1004). if u.window != nil { u.window.Destroy() u.window = nil } if err := u.createWindow(); err != nil { // TODO: This should return an error. panic(fmt.Sprintf("glfw: failed to recreate window: %v", err)) } u.window.Show() windowRecreated = true } } // 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. // 126 is an arbitrary number and I guess this is small enough. minWindowWidth := int(u.toDeviceDependentPixel(126)) if u.window.GetAttrib(glfw.Decorated) == glfw.False { minWindowWidth = 1 } if width < minWindowWidth { width = minWindowWidth } if u.origPosX != invalidPos && u.origPosY != invalidPos { x := u.origPosX y := u.origPosY u.window.SetPos(x, y) // Dirty hack for macOS (#703). Rendering doesn't work correctly with one SetPos, but // work with two or more SetPos. if runtime.GOOS == "darwin" { u.window.SetPos(x+1, y) u.window.SetPos(x, y) } u.origPosX = invalidPos u.origPosY = invalidPos } // Set the window size after the position. The order matters. // In the opposite order, the window size might not be correct when going back from fullscreen with multi monitors. oldW, oldH := u.window.GetSize() newW := width newH := height if oldW != newW || oldH != newH { ch := make(chan struct{}) u.window.SetFramebufferSizeCallback(func(_ *glfw.Window, _, _ int) { u.window.SetFramebufferSizeCallback(nil) close(ch) }) u.window.SetSize(newW, newH) event: for { glfw.PollEvents() select { case <-ch: break event default: } } } // Window title might be lost on macOS after coming back from fullscreen. u.window.SetTitle(u.title) } // As width might be updated, update windowWidth/Height here. u.windowWidth = width u.windowHeight = height if u.Graphics().IsGL() { // SwapInterval is affected by the current monitor of the window. // This needs to be called at least after SetMonitor. // Without SwapInterval after SetMonitor, vsynch doesn't work (#375). // // TODO: (#405) If triple buffering is needed, SwapInterval(0) should be called, // but is this correct? If glfw.SwapInterval(0) and the driver doesn't support triple // buffering, what will happen? if u.vsync { glfw.SwapInterval(1) } else { glfw.SwapInterval(0) } } u.Graphics().SetVsyncEnabled(vsync) u.toChangeSize = true return nil }) if windowRecreated { if g, ok := u.Graphics().(interface{ SetWindow(unsafe.Pointer) }); ok { g.SetWindow(u.nativeWindow()) } } } // currentMonitor returns the monitor most suitable with the current window. // // currentMonitor must be called on the main thread. func (u *UserInterface) currentMonitor() *glfw.Monitor { if w := u.window; w != nil { // GetMonitor is available only on fullscreen. if m := w.GetMonitor(); m != nil { return m } } // Get the monitor which the current window belongs to. This requires OS API. return u.currentMonitorFromPosition() } func (u *UserInterface) SetScreenTransparent(transparent bool) { if !u.isRunning() { u.setInitScreenTransparent(transparent) return } panic("glfw: SetScreenTransparent can't be called after the main loop starts") } func (u *UserInterface) IsScreenTransparent() bool { if !u.isRunning() { return u.isInitScreenTransparent() } val := false _ = u.t.Call(func() error { val = u.window.GetAttrib(glfw.TransparentFramebuffer) == glfw.True return nil }) return val } func (u *UserInterface) ResetForFrame() { // The offscreens must be updated every frame (#490). u.updateSize() u.input.resetForFrame() } func (u *UserInterface) Input() driver.Input { return &u.input } func (u *UserInterface) Window() driver.Window { return &u.iwindow }