// Copyright 2019 The Ebiten Authors // // 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. package ebiten import ( "image" "sync/atomic" "github.com/hajimehoshi/ebiten/v2/internal/ui" ) // WindowResizingModeType represents a mode in which a user resizes the window. // // Regardless of the resizing mode, an Ebitengine application can still change the window size or make // the window fullscreen by calling Ebitengine functions. type WindowResizingModeType int // WindowResizingModeTypes const ( // WindowResizingModeDisabled indicates the mode to disallow resizing the window by a user. WindowResizingModeDisabled WindowResizingModeType = WindowResizingModeType(ui.WindowResizingModeDisabled) // WindowResizingModeOnlyFullscreenEnabled indicates the mode to disallow resizing the window, // but allow to make the window fullscreen by a user. // This works only on macOS so far. // On the other platforms, this is the same as WindowResizingModeDisabled. WindowResizingModeOnlyFullscreenEnabled WindowResizingModeType = WindowResizingModeType(ui.WindowResizingModeOnlyFullscreenEnabled) // WindowResizingModeEnabled indicates the mode to allow resizing the window by a user. WindowResizingModeEnabled WindowResizingModeType = WindowResizingModeType(ui.WindowResizingModeEnabled) ) // IsWindowDecorated reports whether the window is decorated. // // IsWindowDecorated is concurrent-safe. func IsWindowDecorated() bool { return ui.Get().Window().IsDecorated() } // SetWindowDecorated sets the state if the window is decorated. // // The window is decorated by default. // // SetWindowDecorated works only on desktops. // SetWindowDecorated does nothing if the platform is not a desktop. // // SetWindowDecorated is concurrent-safe. func SetWindowDecorated(decorated bool) { ui.Get().Window().SetDecorated(decorated) } // WindowResizingMode returns the current mode in which a user resizes the window. // // The default mode is WindowResizingModeDisabled. // // WindowResizingMode is concurrent-safe. func WindowResizingMode() WindowResizingModeType { return WindowResizingModeType(ui.Get().Window().ResizingMode()) } // SetWindowResizingMode sets the mode in which a user resizes the window. // // SetWindowResizingMode is concurrent-safe. func SetWindowResizingMode(mode WindowResizingModeType) { ui.Get().Window().SetResizingMode(ui.WindowResizingMode(mode)) } // IsWindowResizable reports whether the window is resizable by the user's dragging on desktops. // On the other environments, IsWindowResizable always returns false. // // Deprecated: as of v2.3. Use WindowResizingMode instead. func IsWindowResizable() bool { return ui.Get().Window().ResizingMode() == ui.WindowResizingModeEnabled } // SetWindowResizable sets whether the window is resizable by the user's dragging on desktops. // On the other environments, SetWindowResizable does nothing. // // Deprecated: as of v2.3, Use SetWindowResizingMode instead. func SetWindowResizable(resizable bool) { mode := ui.WindowResizingModeDisabled if resizable { mode = ui.WindowResizingModeEnabled } ui.Get().Window().SetResizingMode(mode) } // SetWindowTitle sets the title of the window. // // SetWindowTitle does nothing if the platform is not a desktop. // // SetWindowTitle is concurrent-safe. func SetWindowTitle(title string) { ui.Get().Window().SetTitle(title) } // SetWindowIcon sets the icon of the game window. // // If len(iconImages) is 0, SetWindowIcon reverts the icon to the default one. // // For desktops, see the document of glfwSetWindowIcon of GLFW 3.2: // // This function sets the icon of the specified window. // If passed an array of candidate images, those of or closest to the sizes // desired by the system are selected. // If no images are specified, the window reverts to its default icon. // // The desired image sizes varies depending on platform and system settings. // The selected images will be rescaled as needed. // Good sizes include 16x16, 32x32 and 48x48. // // As macOS windows don't have icons, SetWindowIcon doesn't work on macOS. // // SetWindowIcon doesn't work if the platform is not a desktop. // // SetWindowIcon is concurrent-safe. func SetWindowIcon(iconImages []image.Image) { ui.Get().Window().SetIcon(iconImages) } // WindowPosition returns the window position. // The origin position is the upper-left corner of the current monitor. // The unit is device-independent pixels. // // WindowPosition panics if the main loop does not start yet. // // WindowPosition returns the original window position in fullscreen mode. // // WindowPosition returns (0, 0) if the platform is not a desktop. // // WindowPosition is concurrent-safe. func WindowPosition() (x, y int) { return ui.Get().Window().Position() } // SetWindowPosition sets the window position. // The origin position is the upper-left corner of the current monitor. // The unit is device-independent pixels. // // SetWindowPosition sets the original window position in fullscreen mode. // // SetWindowPosition does nothing if the platform is not a desktop. // // SetWindowPosition is concurrent-safe. func SetWindowPosition(x, y int) { windowPositionSetExplicitly.Store(true) ui.Get().Window().SetPosition(x, y) } var ( windowPositionSetExplicitly atomic.Bool ) func initializeWindowPositionIfNeeded(width, height int) { if !windowPositionSetExplicitly.Load() { sw, sh := ui.Get().Monitor().Size() x, y := ui.InitialWindowPosition(sw, sh, width, height) ui.Get().Window().SetPosition(x, y) } } // WindowSize returns the window size on desktops. // WindowSize returns (0, 0) on other environments. // // Even if the application is in fullscreen mode, WindowSize returns the original window size // If you need the fullscreen dimensions, see Monitor().Size() instead. // // WindowSize is concurrent-safe. func WindowSize() (int, int) { return ui.Get().Window().Size() } // SetWindowSize sets the window size on desktops. // SetWindowSize does nothing on other environments. // // Even if the application is in fullscreen mode, SetWindowSize sets the original window size. // // SetWindowSize panics if width or height is not a positive number. // // SetWindowSize is concurrent-safe. func SetWindowSize(width, height int) { if width <= 0 || height <= 0 { panic("ebiten: width and height must be positive") } ui.Get().Window().SetSize(width, height) } // WindowSizeLimits returns the limitation of the window size on desktops. // A negative value indicates the size is not limited. // // WindowSizeLimits is concurrent-safe. func WindowSizeLimits() (minw, minh, maxw, maxh int) { return ui.Get().Window().SizeLimits() } // SetWindowSizeLimits sets the limitation of the window size on desktops. // A negative value indicates the size is not limited. // // SetWindowSizeLimits is concurrent-safe. func SetWindowSizeLimits(minw, minh, maxw, maxh int) { ui.Get().Window().SetSizeLimits(minw, minh, maxw, maxh) } // IsWindowFloating reports whether the window is always shown above all the other windows. // // IsWindowFloating returns false if the platform is not a desktop. // // IsWindowFloating is concurrent-safe. func IsWindowFloating() bool { return ui.Get().Window().IsFloating() } // SetWindowFloating sets the state whether the window is always shown above all the other windows. // // SetWindowFloating does nothing if the platform is not a desktop. // // SetWindowFloating is concurrent-safe. func SetWindowFloating(float bool) { ui.Get().Window().SetFloating(float) } // MaximizeWindow maximizes the window. // // MaximizeWindow does nothing when the window is not resizable (WindowResizingModeEnabled). // // MaximizeWindow does nothing if the platform is not a desktop. // // MaximizeWindow is concurrent-safe. func MaximizeWindow() { ui.Get().Window().Maximize() } // IsWindowMaximized reports whether the window is maximized or not. // // IsWindowMaximized returns false when the window is not resizable (WindowResizingModeEnabled). // // IsWindowMaximized always returns false if the platform is not a desktop. // // IsWindowMaximized is concurrent-safe. func IsWindowMaximized() bool { return ui.Get().Window().IsMaximized() } // MinimizeWindow minimizes the window. // // If the main loop does not start yet, MinimizeWindow does nothing. // // MinimizeWindow does nothing if the platform is not a desktop. // // MinimizeWindow is concurrent-safe. func MinimizeWindow() { ui.Get().Window().Minimize() } // IsWindowMinimized reports whether the window is minimized or not. // // IsWindowMinimized always returns false if the platform is not a desktop. // // IsWindowMinimized is concurrent-safe. func IsWindowMinimized() bool { return ui.Get().Window().IsMinimized() } // RestoreWindow restores the window from its maximized or minimized state. // // RestoreWindow panics when the window is not maximized nor minimized. // // RestoreWindow is concurrent-safe. func RestoreWindow() { if !IsWindowMaximized() && !IsWindowMinimized() { panic("ebiten: RestoreWindow must be called on a maximized or a minimized window") } ui.Get().Window().Restore() } // IsWindowBeingClosed returns true when the user is trying to close the window on desktops. // As the window is closed immediately by default, // you might want to call SetWindowClosingHandled(true) to prevent the window is automatically closed. // // IsWindowBeingClosed always returns false if the platform is not a desktop. // // IsWindowBeingClosed is concurrent-safe. func IsWindowBeingClosed() bool { return theInputState.windowBeingClosed() } // SetWindowClosingHandled sets whether the window closing is handled or not on desktops. The default state is false. // // If the window closing is handled, the window is not closed immediately and // the game can know whether the window is being closed or not by IsWindowBeingClosed. // In this case, the window is not closed automatically. // To end the game, you have to return an error value at the Game's Update function. // // SetWindowClosingHandled works only on desktops. // SetWindowClosingHandled does nothing if the platform is not a desktop. // // SetWindowClosingHandled is concurrent-safe. func SetWindowClosingHandled(handled bool) { ui.Get().Window().SetClosingHandled(handled) } // IsWindowClosingHandled reports whether the window closing is handled or not on desktops by SetWindowClosingHandled. // // IsWindowClosingHandled always returns false if the platform is not a desktop. // // IsWindowClosingHandled is concurrent-safe. func IsWindowClosingHandled() bool { return ui.Get().Window().IsClosingHandled() } // SetWindowMousePassthrough sets whether a mouse cursor passthroughs the window or not on desktops. The default state is false. // // Even if this is set true, some platforms might require a window to be undecorated // in order to make the mouse cursor passthrough the window. // // SetWindowMousePassthrough works only on desktops. // SetWindowMousePassthrough does nothing if the platform is not a desktop. // // SetWindowMousePassthrough is concurrent-safe. func SetWindowMousePassthrough(enabled bool) { ui.Get().Window().SetMousePassthrough(enabled) } // IsWindowMousePassthrough reports whether a mouse cursor passthroughs the window or not on desktops. // // IsWindowMousePassthrough always returns false if the platform is not a desktop. // // IsWindowMousePassthrough is concurrent-safe. func IsWindowMousePassthrough() bool { return ui.Get().Window().IsMousePassthrough() } func RequestWindowAttention() { ui.Get().Window().RequestAttention() }