// 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 !js package ui import ( "errors" "fmt" "runtime" "time" "github.com/go-gl/glfw/v3.1/glfw" "github.com/hajimehoshi/ebiten/internal/graphics/opengl" ) func Now() int64 { return time.Now().UnixNano() } var currentUI *userInterface func Init() *opengl.Context { runtime.LockOSThread() err := glfw.Init() if err != nil { panic(fmt.Sprintf("glfw.Init() fails: %v", 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 { panic(err) } u := &userInterface{ window: window, } ch := make(chan struct{}) go func() { runtime.LockOSThread() u.window.MakeContextCurrent() glfw.SwapInterval(1) u.context = opengl.NewContext() close(ch) u.context.Loop() }() currentUI = u <-ch u.context.Init() return u.context } func Start(width, height, scale int, title string) error { return currentUI.start(width, height, scale, title) } func Terminate() { currentUI.terminate() } func DoEvents() error { return currentUI.doEvents() } func IsClosed() bool { return currentUI.isClosed() } func SwapBuffers() { currentUI.swapBuffers() } func SetScreenSize(width, height int) bool { return currentUI.setScreenSize(width, height, currentUI.scale) } func SetScreenScale(scale int) bool { return currentUI.setScreenSize(currentUI.width, currentUI.height, scale) } func ScreenScale() int { return currentUI.scale } func ActualScreenScale() int { return currentUI.actualScreenScale() } type userInterface struct { window *glfw.Window width int height int scale int deviceScale float64 framebufferScale int context *opengl.Context } func (u *userInterface) start(width, height, scale int, title string) error { m := glfw.GetPrimaryMonitor() v := m.GetVideoMode() mw, _ := m.GetPhysicalSize() u.deviceScale = 1 u.framebufferScale = 1 // mw can be 0 on some environment like Linux VM if 0 < mw { dpi := float64(v.Width) * 25.4 / float64(mw) u.deviceScale = dpi / 96 if u.deviceScale < 1 { u.deviceScale = 1 } } if !u.setScreenSize(width, height, scale) { return errors.New("ui: Fail to set the screen size") } u.window.SetTitle(title) u.window.Show() x := (v.Width - width*u.windowScale()) / 2 y := (v.Height - height*u.windowScale()) / 3 u.window.SetPos(x, y) return nil } func (u *userInterface) windowScale() int { return u.scale * int(u.deviceScale) } func (u *userInterface) actualScreenScale() int { return u.windowScale() * u.framebufferScale } func (u *userInterface) pollEvents() error { glfw.PollEvents() return updateInput(u.window, u.windowScale()) } func (u *userInterface) doEvents() error { if err := u.pollEvents(); err != nil { return err } for u.window.GetAttrib(glfw.Focused) == 0 { // Wait for an arbitrary period to avoid busy loop. time.Sleep(time.Second / 60) if err := u.pollEvents(); err != nil { return err } if u.isClosed() { return nil } } return nil } func (u *userInterface) terminate() { glfw.Terminate() } func (u *userInterface) isClosed() bool { return u.window.ShouldClose() } func (u *userInterface) swapBuffers() { // The bound framebuffer must be the default one (0) before swapping buffers. u.context.BindZeroFramebuffer() // Call glFinish before glfwSwapBuffer to make sure // all OpenGL tasks are executed. u.context.Finish() u.context.RunOnContextThread(func() { u.window.SwapBuffers() }) } func (u *userInterface) setScreenSize(width, height, scale int) bool { if u.width == width && u.height == height && u.scale == scale { return false } // u.scale should be set first since this affects windowScale(). 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. const minWindowWidth = 252 if 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) }) window.SetSize(width*u.windowScale(), height*u.windowScale()) event: for { glfw.PollEvents() select { case <-ch: break event default: } } // This is usually 1, but sometimes more than 1 (e.g. Retina Mac) fw, _ := window.GetFramebufferSize() u.framebufferScale = fw / width / u.windowScale() return true }