// 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 ( "image" "math" "runtime" "sync" "time" "github.com/go-gl/glfw/v3.2/glfw" "github.com/hajimehoshi/ebiten/internal/devicescale" "github.com/hajimehoshi/ebiten/internal/input" "github.com/hajimehoshi/ebiten/internal/opengl" ) type userInterface struct { title string window *glfw.Window width int windowWidth int height int scale float64 fullscreenScale float64 running bool toChangeSize bool origPosX int origPosY int runnableInBackground bool initFullscreen bool initCursorVisible bool initWindowDecorated bool initIconImages []image.Image funcs chan func() m sync.Mutex } var ( currentUI = &userInterface{ origPosX: -1, origPosY: -1, initCursorVisible: true, initWindowDecorated: true, } currentUIInitialized = make(chan struct{}) ) func init() { runtime.LockOSThread() } func initialize() error { 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) decorated := glfw.False if currentUI.isInitWindowDecorated() { decorated = glfw.True } glfw.WindowHint(glfw.Decorated, decorated) // 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() currentUI.window = window currentUI.funcs = make(chan func()) currentUI.window.MakeContextCurrent() mode := glfw.CursorNormal if !currentUI.isInitCursorVisible() { mode = glfw.CursorHidden } if i := currentUI.getInitIconImages(); i != nil { currentUI.window.SetIcon(i) } currentUI.window.SetInputMode(glfw.CursorMode, mode) currentUI.window.SetInputMode(glfw.StickyMouseButtonsMode, glfw.True) currentUI.window.SetInputMode(glfw.StickyKeysMode, glfw.True) return nil } func RunMainThreadLoop(ch <-chan error) error { // This must be called on the main thread. if err := initialize(); err != nil { return err } close(currentUIInitialized) // 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() v := u.running u.m.Unlock() return v } func (u *userInterface) setRunning(running bool) { u.m.Lock() u.running = running u.m.Unlock() } func (u *userInterface) isInitFullscreen() bool { u.m.Lock() v := u.initFullscreen u.m.Unlock() return v } func (u *userInterface) setInitFullscreen(initFullscreen bool) { u.m.Lock() u.initFullscreen = initFullscreen u.m.Unlock() } func (u *userInterface) isInitCursorVisible() bool { u.m.Lock() v := u.initCursorVisible u.m.Unlock() return v } func (u *userInterface) setInitCursorVisible(visible bool) { u.m.Lock() u.initCursorVisible = visible u.m.Unlock() } func (u *userInterface) isInitWindowDecorated() bool { u.m.Lock() v := u.initWindowDecorated u.m.Unlock() return v } func (u *userInterface) setInitWindowDecorated(decorated bool) { u.m.Lock() u.initWindowDecorated = decorated u.m.Unlock() } func (u *userInterface) isRunnableInBackground() bool { u.m.Lock() v := u.runnableInBackground u.m.Unlock() return v } func (u *userInterface) setRunnableInBackground(runnableInBackground bool) { u.m.Lock() u.runnableInBackground = runnableInBackground u.m.Unlock() } func (u *userInterface) getInitIconImages() []image.Image { u.m.Lock() i := u.initIconImages u.m.Unlock() return i } func (u *userInterface) setInitIconImages(iconImages []image.Image) { u.m.Lock() u.initIconImages = iconImages u.m.Unlock() } 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 { r = u.setScreenSize(width, height, u.scale, u.fullscreen()) 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 { r = u.setScreenSize(u.width, u.height, scale, u.fullscreen()) 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 } // fullscreen must be called from the main thread. func (u *userInterface) fullscreen() bool { if !u.isRunning() { panic("not reached") } return u.window.GetMonitor() != nil } func IsFullscreen() bool { u := currentUI if !u.isRunning() { return u.isInitFullscreen() } b := false _ = u.runOnMainThread(func() error { b = u.fullscreen() return nil }) return b } func SetFullscreen(fullscreen bool) { u := currentUI if !u.isRunning() { u.setInitFullscreen(fullscreen) return } _ = u.runOnMainThread(func() error { u := currentUI u.setScreenSize(u.width, u.height, u.scale, fullscreen) return nil }) } func SetRunnableInBackground(runnableInBackground bool) { currentUI.setRunnableInBackground(runnableInBackground) } func IsRunnableInBackground() bool { return currentUI.isRunnableInBackground() } func SetWindowIcon(iconImages []image.Image) { if !currentUI.isRunning() { currentUI.setInitIconImages(iconImages) return } _ = currentUI.runOnMainThread(func() error { currentUI.window.SetIcon(iconImages) return nil }) } func ScreenPadding() (x0, y0, x1, y1 float64) { u := currentUI if !u.isRunning() { return 0, 0, 0, 0 } if !IsFullscreen() { if u.width == u.windowWidth { return 0, 0, 0, 0 } // The window width can be bigger than the game screen width (#444). ox := (float64(u.windowWidth)*u.actualScreenScale() - float64(u.width)*u.actualScreenScale()) / 2 return ox, 0, ox, 0 } ox := 0.0 oy := 0.0 m := glfw.GetPrimaryMonitor() v := m.GetVideoMode() d := devicescale.DeviceScale() _ = u.runOnMainThread(func() error { ox = (float64(v.Width)*d/glfwScale() - float64(u.width)*u.actualScreenScale()) / 2 oy = (float64(v.Height)*d/glfwScale() - float64(u.height)*u.actualScreenScale()) / 2 return nil }) return ox, oy, ox, oy } func AdjustedCursorPosition() (x, y int) { return adjustCursorPosition(input.Get().CursorPosition()) } func adjustCursorPosition(x, y int) (int, int) { u := currentUI if !u.isRunning() { return x, y } ox, oy, _, _ := ScreenPadding() s := 0.0 _ = currentUI.runOnMainThread(func() error { s = currentUI.actualScreenScale() return nil }) return x - int(ox/s), y - int(oy/s) } func IsCursorVisible() bool { u := currentUI if !u.isRunning() { return u.isInitCursorVisible() } v := false _ = currentUI.runOnMainThread(func() error { v = currentUI.window.GetInputMode(glfw.CursorMode) == glfw.CursorNormal return nil }) return v } func SetCursorVisible(visible bool) { u := currentUI if !u.isRunning() { u.setInitCursorVisible(visible) return } _ = currentUI.runOnMainThread(func() error { c := glfw.CursorNormal if !visible { c = glfw.CursorHidden } currentUI.window.SetInputMode(glfw.CursorMode, c) return nil }) } func IsWindowDecorated() bool { u := currentUI if !u.isRunning() { return u.isInitWindowDecorated() } v := false _ = currentUI.runOnMainThread(func() error { v = currentUI.window.GetAttrib(glfw.Decorated) == glfw.True return nil }) return v } func SetWindowDecorated(decorated bool) { u := currentUI if !u.isRunning() { u.setInitWindowDecorated(decorated) return } panic("ui: SetWindowDecorated can't be called after Run so far.") // TODO: Now SetAttrib doesn't exist on GLFW 3.2. Revisit later (#556). // If SetAttrib exists, the implementation would be: // // _ = currentUI.runOnMainThread(func() error { // v := glfw.False // if decorated { // v = glfw.True // } // currentUI.window.SetAttrib(glfw.Decorated, v) // return nil } func Run(width, height int, scale float64, title string, g GraphicsContext) error { <-currentUIInitialized u := currentUI // GLContext must be created before setting the screen size, which requires // swapping buffers. opengl.Init(currentUI.runOnMainThread) _ = u.runOnMainThread(func() error { m := glfw.GetPrimaryMonitor() v := m.GetVideoMode() // The game is in window mode (not fullscreen mode) at the first state. // Don't refer u.initFullscreen here to avoid some GLFW problems. u.setScreenSize(width, height, scale, false) u.title = title 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 }) return u.loop(g) } // getSize must be called from the main thread. func (u *userInterface) glfwSize() (int, int) { w := int(float64(u.windowWidth) * u.getScale() * glfwScale()) h := int(float64(u.height) * u.getScale() * glfwScale()) return w, h } // getScale must be called from the main thread. func (u *userInterface) getScale() float64 { if !u.fullscreen() { return u.scale } if u.fullscreenScale == 0 { m := glfw.GetPrimaryMonitor() v := m.GetVideoMode() sw := float64(v.Width) / glfwScale() / float64(u.width) sh := float64(v.Height) / glfwScale() / float64(u.height) s := sw if s > sh { s = sh } u.fullscreenScale = s } return u.fullscreenScale } // actualScreenScale must be called from the main thread. func (u *userInterface) actualScreenScale() float64 { return u.getScale() * devicescale.DeviceScale() } // pollEvents must be called from the main thread. func (u *userInterface) pollEvents() { glfw.PollEvents() input.Get().Update(u.window, u.getScale()*glfwScale()) } func (u *userInterface) updateGraphicsContext(g GraphicsContext) { actualScale := 0.0 sizeChanged := false // TODO: Is it possible to reduce 'runOnMainThread' calls? _ = u.runOnMainThread(func() error { if !u.toChangeSize { return nil } u.toChangeSize = false actualScale = u.actualScreenScale() sizeChanged = true return nil }) if sizeChanged { g.SetSize(u.width, u.height, actualScale) } } func (u *userInterface) update(g GraphicsContext) error { shouldClose := false _ = u.runOnMainThread(func() error { shouldClose = u.window.ShouldClose() return nil }) if shouldClose { return RegularTermination } _ = u.runOnMainThread(func() error { if u.isInitFullscreen() { u := currentUI u.setScreenSize(u.width, u.height, u.scale, true) u.setInitFullscreen(false) } return nil }) // This call is needed for initialization. u.updateGraphicsContext(g) _ = u.runOnMainThread(func() error { u.pollEvents() for !u.isRunnableInBackground() && 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(func() { input.Get().ClearRuneBuffer() // The offscreens must be updated every frame (#490). u.updateGraphicsContext(g) }); 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 original screen framebuffer // before swapping buffers. opengl.GetContext().BindScreenFramebuffer() _ = u.runOnMainThread(func() error { u.swapBuffers() return nil }) } } // swapBuffers must be called from the main thread. func (u *userInterface) swapBuffers() { u.window.SwapBuffers() } // setScreenSize must be called from the main thread. func (u *userInterface) setScreenSize(width, height int, scale float64, fullscreen bool) bool { if u.width == width && u.height == height && u.scale == scale && u.fullscreen() == fullscreen { return false } // 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 u.width = width u.windowWidth = width s := scale * devicescale.DeviceScale() if int(float64(width)*s) < minWindowWidth { u.windowWidth = int(math.Ceil(minWindowWidth / s)) } u.height = height u.scale = scale u.fullscreenScale = 0 // To make sure the current existing framebuffers are rendered, // swap buffers here before SetSize is called. u.swapBuffers() if fullscreen { if u.origPosX < 0 && u.origPosY < 0 { u.origPosX, u.origPosY = u.window.GetPos() } m := glfw.GetPrimaryMonitor() v := m.GetVideoMode() u.window.SetMonitor(m, 0, 0, v.Width, v.Height, v.RefreshRate) } else { if u.origPosX >= 0 && u.origPosY >= 0 { x := u.origPosX y := u.origPosY u.window.SetMonitor(nil, x, y, 16, 16, 0) u.origPosX = -1 u.origPosY = -1 } oldW, oldH := u.window.GetSize() newW, newH := u.glfwSize() 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(u.glfwSize()) 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) } // 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? glfw.SwapInterval(1) u.toChangeSize = true return true }