// 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" "runtime" "time" "github.com/go-gl/glfw/v3.1/glfw" "github.com/hajimehoshi/ebiten/internal/graphics/opengl" ) func Now() int64 { return time.Now().UnixNano() } type UserInterface struct { window *glfw.Window width int height int scale int deviceScale float64 framebufferScale int context *opengl.Context funcs chan func() } var currentUI *UserInterface func CurrentUI() *UserInterface { return currentUI } func Init() (*opengl.Context, error) { runtime.LockOSThread() if err := glfw.Init(); err != nil { return nil, 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 { return nil, err } u := &UserInterface{ window: window, funcs: make(chan func()), } ch := make(chan error) go func() { runtime.LockOSThread() u.window.MakeContextCurrent() glfw.SwapInterval(1) var err error u.context, err = opengl.NewContext() if err != nil { ch <- err } close(ch) u.context.Loop() }() currentUI = u if err := <-ch; err != nil { return nil, err } if err := u.context.Init(); err != nil { return nil, err } return u.context, nil } func Main() error { return CurrentUI().main() } func (u *UserInterface) main() error { // TODO: Check this is done on the main thread. for f := range u.funcs { f() } return nil } func (u *UserInterface) runOnMainThread(f func()) { if u.funcs == nil { // already closed return } ch := make(chan struct{}) u.funcs <- func() { f() close(ch) } <-ch } func (u *UserInterface) SetScreenSize(width, height int) bool { r := false u.runOnMainThread(func() { r = u.setScreenSize(width, height, u.scale) }) return r } func (u *UserInterface) SetScreenScale(scale int) bool { r := false u.runOnMainThread(func() { r = u.setScreenSize(u.width, u.height, scale) }) return r } func (u *UserInterface) ScreenScale() int { s := 0 u.runOnMainThread(func() { s = u.scale }) return s } func (u *UserInterface) ActualScreenScale() int { s := 0 u.runOnMainThread(func() { s = u.actualScreenScale() }) return s } func (u *UserInterface) Start(width, height, scale int, title string) error { var ferr error u.runOnMainThread(func() { 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) { ferr = errors.New("ui: Fail to set the screen size") return } 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 currentInput.update(u.window, u.windowScale()) } func (u *UserInterface) DoEvents() error { var ferr error u.runOnMainThread(func() { if err := u.pollEvents(); err != nil { ferr = err return } 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 { ferr = err return } if u.window.ShouldClose() { return } } }) return ferr } func (u *UserInterface) Terminate() { u.runOnMainThread(func() { glfw.Terminate() }) close(u.funcs) u.funcs = nil } func (u *UserInterface) IsClosed() bool { r := false u.runOnMainThread(func() { r = u.window.ShouldClose() }) return r } func (u *UserInterface) SwapBuffers() { u.runOnMainThread(func() { u.swapBuffers() }) } func (u *UserInterface) swapBuffers() { // The bound framebuffer must be the default one (0) before swapping buffers. u.context.BindZeroFramebuffer() u.context.RunOnContextThread(func() error { u.window.SwapBuffers() return nil }) } 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 }