// 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" "image" "math" "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/thread" ) 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 vsync bool lastActualScale float64 initMonitor *glfw.Monitor initFullscreenWidth int initFullscreenHeight int initFullscreen bool initCursorVisible bool initWindowDecorated bool initWindowResizable bool initWindowPositionX int initWindowPositionY int initScreenTransparent bool initIconImages []image.Image reqWidth int reqHeight int graphics driver.Graphics input Input t *thread.Thread m sync.RWMutex } const ( maxInt = int(^uint(0) >> 1) minInt = -maxInt - 1 invalidPos = minInt ) var ( theUI = &UserInterface{ origPosX: invalidPos, origPosY: invalidPos, initCursorVisible: true, initWindowDecorated: true, initWindowPositionX: invalidPos, initWindowPositionY: invalidPos, vsync: true, } ) func init() { theUI.input.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") } // TODO: Fix this hack. currentMonitorImpl now requires u.window on POSIX. theUI.window = w theUI.initMonitor = theUI.currentMonitorFromPosition() v := theUI.initMonitor.GetVideoMode() s := theUI.glfwScale() theUI.initFullscreenWidth = int(float64(v.Width) / s) theUI.initFullscreenHeight = int(float64(v.Height) / s) theUI.window.Destroy() theUI.window = nil 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) 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) isInitCursorVisible() bool { u.m.RLock() v := u.initCursorVisible u.m.RUnlock() return v } func (u *UserInterface) setInitCursorVisible(visible bool) { u.m.Lock() u.initCursorVisible = visible 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) isRunnableInBackground() bool { u.m.RLock() v := u.runnableInBackground u.m.RUnlock() return v } func (u *UserInterface) setRunnableInBackground(runnableInBackground bool) { u.m.Lock() u.runnableInBackground = runnableInBackground 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.initWindowPositionX != invalidPos && u.initWindowPositionY != invalidPos { return u.initWindowPositionX, u.initWindowPositionY } return invalidPos, invalidPos } func (u *UserInterface) setInitWindowPosition(x, y int) { u.m.Lock() defer u.m.Unlock() u.initWindowPositionX = x u.initWindowPositionY = y } func (u *UserInterface) ScreenSizeInFullscreen() (int, int) { if !u.isRunning() { return u.initFullscreenWidth, u.initFullscreenHeight } var v *glfw.VidMode s := 0.0 _ = u.t.Call(func() error { v = u.currentMonitor().GetVideoMode() s = u.glfwScale() return nil }) return int(float64(v.Width) / s), int(float64(v.Height) / s) } func (u *UserInterface) SetScreenSize(width, height int) { if !u.isRunning() { panic("glfw: SetScreenSize can't be called before the main loop starts") } _ = u.t.Call(func() error { // TODO: What if the window is maximized? (#320) u.setScreenSize(width, height, u.scale, u.isFullscreen(), u.vsync) return nil }) } func (u *UserInterface) SetScreenScale(scale float64) { if !u.isRunning() { panic("glfw: SetScreenScale can't be called before the main loop starts") } _ = u.t.Call(func() error { // TODO: What if the window is maximized? (#320) u.setScreenSize(u.width, u.height, scale, u.isFullscreen(), u.vsync) return nil }) } func (u *UserInterface) ScreenScale() float64 { if !u.isRunning() { return 0 } s := 0.0 _ = u.t.Call(func() error { s = u.scale return nil }) return s } // 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 } _ = u.t.Call(func() error { u.setScreenSize(u.width, u.height, u.scale, fullscreen, u.vsync) return nil }) } func (u *UserInterface) SetRunnableInBackground(runnableInBackground bool) { u.setRunnableInBackground(runnableInBackground) } func (u *UserInterface) IsRunnableInBackground() bool { return u.isRunnableInBackground() } 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 setScreenSize so far, but // it should be OK since any goroutines can't reach here when // the game already starts and setScreenSize can be called. u.m.Lock() u.vsync = enabled u.m.Unlock() return } _ = u.t.Call(func() error { u.setScreenSize(u.width, u.height, u.scale, u.isFullscreen(), enabled) return nil }) } func (u *UserInterface) IsVsyncEnabled() bool { u.m.RLock() r := u.vsync u.m.RUnlock() return r } func (u *UserInterface) SetWindowTitle(title string) { if !u.isRunning() { return } u.title = title _ = u.t.Call(func() error { u.window.SetTitle(title) return nil }) } func (u *UserInterface) SetWindowIcon(iconImages []image.Image) { if !u.isRunning() { u.setInitIconImages(iconImages) return } _ = u.t.Call(func() error { u.window.SetIcon(iconImages) return nil }) } func (u *UserInterface) ScreenPadding() (x0, y0, x1, y1 float64) { if !u.isRunning() { return 0, 0, 0, 0 } if !u.IsFullscreen() { if u.width == u.windowWidth { return 0, 0, 0, 0 } // The window width can be bigger than the game screen width (#444). ox := 0.0 _ = u.t.Call(func() error { ox = (float64(u.windowWidth)*u.actualScreenScale() - float64(u.width)*u.actualScreenScale()) / 2 return nil }) return ox, 0, ox, 0 } d := 0.0 sx := 0.0 sy := 0.0 gs := 0.0 vw := 0.0 vh := 0.0 _ = u.t.Call(func() error { m := u.window.GetMonitor() d = devicescale.GetAt(m.GetPos()) sx = float64(u.width) * u.actualScreenScale() sy = float64(u.height) * u.actualScreenScale() gs = u.glfwScale() v := m.GetVideoMode() vw, vh = float64(v.Width), float64(v.Height) return nil }) mx := vw * d / gs my := vh * d / gs ox := (mx - sx) / 2 oy := (my - sy) / 2 return ox, oy, (mx - sx) - ox, (my - sy) - oy } func (u *UserInterface) adjustPosition(x, y int) (int, int) { if !u.isRunning() { return x, y } ox, oy, _, _ := u.ScreenPadding() s := 0.0 _ = u.t.Call(func() error { s = u.actualScreenScale() return nil }) return x - int(ox/s), y - int(oy/s) } func (u *UserInterface) IsCursorVisible() bool { if !u.isRunning() { return u.isInitCursorVisible() } v := false _ = u.t.Call(func() error { v = u.window.GetInputMode(glfw.CursorMode) == glfw.CursorNormal return nil }) return v } func (u *UserInterface) SetCursorVisible(visible bool) { if !u.isRunning() { u.setInitCursorVisible(visible) return } _ = u.t.Call(func() error { c := glfw.CursorNormal if !visible { c = glfw.CursorHidden } u.window.SetInputMode(glfw.CursorMode, c) return nil }) } func (u *UserInterface) IsWindowDecorated() bool { if !u.isRunning() { return u.isInitWindowDecorated() } v := false _ = u.t.Call(func() error { v = u.window.GetAttrib(glfw.Decorated) == glfw.True return nil }) return v } func (u *UserInterface) SetWindowDecorated(decorated bool) { if !u.isRunning() { u.setInitWindowDecorated(decorated) return } _ = u.t.Call(func() error { v := glfw.False if decorated { v = glfw.True } u.window.SetAttrib(glfw.Decorated, v) // The title can be lost when the decoration is gone. Recover this. if v == glfw.True { u.window.SetTitle(u.title) } return nil }) } func (u *UserInterface) IsWindowResizable() bool { if !u.isRunning() { return u.isInitWindowResizable() } v := false _ = u.t.Call(func() error { v = u.window.GetAttrib(glfw.Resizable) == glfw.True return nil }) return v } func (u *UserInterface) SetWindowResizable(resizable bool) { if !u.isRunning() { u.setInitWindowResizable(resizable) return } panic("glfw: SetWindowResizable can't be called after the main loop so far.") // TODO: Now SetAttrib doesn't exist on GLFW 3.2. Revisit later (#556). } func (u *UserInterface) DeviceScaleFactor() float64 { f := 0.0 if !u.isRunning() { return devicescale.GetAt(u.initMonitor.GetPos()) } _ = u.t.Call(func() error { m := u.currentMonitor() f = devicescale.GetAt(m.GetPos()) return nil }) return f } func init() { // Lock the main thread. runtime.LockOSThread() } func (u *UserInterface) Run(width, height int, scale float64, title string, uicontext driver.UIContext, graphics driver.Graphics) error { // Initialize the main thread first so the thread is available at u.run (#809). u.t = thread.New() u.graphics = graphics 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(width, height, scale, title, uicontext); err != nil { ch <- err } }() u.setRunning(true) u.t.Loop(ctx) u.setRunning(false) return <-ch } func (u *UserInterface) RunWithoutMainLoop(width, height int, scale float64, title string, context driver.UIContext, graphics driver.Graphics) <-chan error { panic("glfw: RunWithoutMainLoop is not implemented") } func (u *UserInterface) run(width, height int, scale float64, title string, context driver.UIContext) error { if err := u.t.Call(func() error { 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) // Set the window visible explicitly or the application freezes on Wayland (#974). if os.Getenv("WAYLAND_DISPLAY") != "" { glfw.WindowHint(glfw.Visible, glfw.True) } // 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) // Solve the initial properties of the window. mode := glfw.CursorNormal if !u.isInitCursorVisible() { mode = glfw.CursorHidden } u.window.SetInputMode(glfw.CursorMode, mode) if i := u.getInitIconImages(); i != nil { u.window.SetIcon(i) } // Get the monitor before showing the window. // // On Windows, there are two types of windows: // // active window: The window that has input-focus and attached to the calling thread. // foreground window: The window that has input-focus: this can be in another process // // currentMonitor returns the monitor for the active window when possible and then the monitor for // the foreground window as fallback. In the current situation, the current window is hidden and // there is not the active window but the foreground window. After showing the current window, the // current window will be the active window. Thus, currentMonitor result varies before and after // showing the window. m := u.currentMonitor() mx, my := m.GetPos() 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.vsync) // Get the window size before showing since window.Show might change the current // monitor which affects glfwSize result. w, h := u.glfwSize() u.title = title u.window.SetTitle(title) u.window.Show() x, y := u.getInitWindowPosition() if x == invalidPos || y == invalidPos { x = mx + (v.Width-w)/2 y = my + (v.Height-h)/3 } // Adjusting the position is needed only when the monitor is primary. (#829) if mx == 0 && my == 0 { x, y = adjustWindowPosition(x, y) } u.window.SetPos(x, y) u.window.SetSizeCallback(func(_ *glfw.Window, width, height int) { if u.window.GetAttrib(glfw.Resizable) == glfw.False { return } if u.isFullscreen() { return } s := u.glfwScale() w := int(float64(width) / u.scale / s) h := int(float64(height) / u.scale / s) u.reqWidth = w u.reqHeight = h }) return nil }); err != nil { return err } var w unsafe.Pointer _ = u.t.Call(func() error { w = u.nativeWindow() return nil }) u.graphics.SetWindow(w) return u.loop(context) } // getSize must be called from the main thread. func (u *UserInterface) glfwSize() (int, int) { w := int(float64(u.windowWidth) * u.getScale() * u.glfwScale()) h := int(float64(u.height) * u.getScale() * u.glfwScale()) return w, h } // getScale must be called from the main thread. func (u *UserInterface) getScale() float64 { if !u.isFullscreen() { return u.scale } if u.fullscreenScale == 0 { v := u.window.GetMonitor().GetVideoMode() sw := float64(v.Width) / u.glfwScale() / float64(u.width) sh := float64(v.Height) / u.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 { // Avoid calling monitor.GetPos if we have the monitor position cached already. if cm, ok := getCachedMonitor(u.window.GetPos()); ok { return u.getScale() * devicescale.GetAt(cm.x, cm.y) } return u.getScale() * devicescale.GetAt(u.currentMonitor().GetPos()) } func (u *UserInterface) updateSize(context driver.UIContext) { actualScale := 0.0 sizeChanged := false // TODO: Is it possible to reduce 'runOnMainThread' calls? _ = u.t.Call(func() error { actualScale = u.actualScreenScale() if u.lastActualScale != actualScale { u.forceSetScreenSize(u.width, u.height, u.scale, u.isFullscreen(), u.vsync) } u.lastActualScale = actualScale if !u.toChangeSize { return nil } u.toChangeSize = false sizeChanged = true return nil }) if sizeChanged { context.SetSize(u.width, u.height, actualScale) } } func (u *UserInterface) update(context driver.UIContext) error { shouldClose := false _ = u.t.Call(func() error { shouldClose = u.window.ShouldClose() return nil }) if shouldClose { return driver.RegularTermination } _ = u.t.Call(func() error { if u.isInitFullscreen() { u.setScreenSize(u.width, u.height, u.scale, true, u.vsync) u.setInitFullscreen(false) } return nil }) // This call is needed for initialization. u.updateSize(context) _ = u.t.Call(func() error { glfw.PollEvents() u.input.update(u.window, u.getScale()*u.glfwScale()) defer context.ResumeAudio() for !u.isRunnableInBackground() && u.window.GetAttrib(glfw.Focused) == 0 { context.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 := context.Update(func() { // The offscreens must be updated every frame (#490). u.updateSize(context) }); err != nil { return err } // Update the screen size when the window is resizable. _ = u.t.Call(func() error { w, h := u.reqWidth, u.reqHeight if w != 0 || h != 0 { u.setScreenSize(w, h, u.scale, u.isFullscreen(), u.vsync) } u.reqWidth = 0 u.reqHeight = 0 return nil }) return nil } func (u *UserInterface) loop(context driver.UIContext) 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 alwasy '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(context); 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() } } // setScreenSize must be called from the main thread. func (u *UserInterface) setScreenSize(width, height int, scale float64, fullscreen bool, vsync bool) bool { if u.width == width && u.height == height && u.scale == scale && u.isFullscreen() == fullscreen && u.vsync == vsync { return false } u.forceSetScreenSize(width, height, scale, fullscreen, vsync) return true } // forceSetScreenSize must be called from the main thread. func (u *UserInterface) forceSetScreenSize(width, height int, scale float64, fullscreen bool, vsync bool) { // 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. minWindowWidth := 252 if u.window.GetAttrib(glfw.Decorated) == glfw.False { minWindowWidth = 1 } if width < 1 { width = 1 } if height < 1 { height = 1 } u.width = width u.windowWidth = width s := scale * devicescale.GetAt(u.currentMonitor().GetPos()) if int(float64(width)*s) < minWindowWidth { u.windowWidth = int(math.Ceil(float64(minWindowWidth) / s)) } u.height = height u.scale = scale u.fullscreenScale = 0 u.vsync = vsync // 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) } else { if u.window.GetMonitor() != nil { // Give dummy values as the window position and size. // The new window position should be specifying after SetSize. u.window.SetMonitor(nil, 0, 0, 16, 16, 0) } 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: } } } 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 } // Window title might be lost on macOS after coming back from fullscreen. u.window.SetTitle(u.title) } 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 } // currentMonitor returns the monitor most suitable with the current window. // // currentMonitor must be called on the main thread. func (u *UserInterface) currentMonitor() *glfw.Monitor { w := u.window 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) SetWindowPosition(x, y int) { if !u.isRunning() { u.setInitWindowPosition(x, y) return } _ = u.t.Call(func() error { if u.isFullscreen() { return nil } u.window.SetPos(x, y) return nil }) } func (u *UserInterface) WindowPosition() (int, int) { if !u.isRunning() { panic("glfw: WindowPosition can't be called before the main loop starts") } x, y := 0, 0 _ = u.t.Call(func() error { if u.isFullscreen() { x, y = u.origPosX, u.origPosY return nil } x, y = u.window.GetPos() return nil }) return x, y } 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) Input() driver.Input { return &u.input }