// 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/hooks" "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 vsync bool deviceScale float64 deviceScaleUpdated int64 lastActualScale float64 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, vsync: true, } ) func init() { runtime.LockOSThread() if err := initialize(); err != nil { panic(err) } } 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. // 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 MonitorSize() (int, int) { m := glfw.GetPrimaryMonitor() v := m.GetVideoMode() return v.Width, v.Height } 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(), u.vsync) 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(), u.vsync) 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, u.vsync) return nil }) } func SetRunnableInBackground(runnableInBackground bool) { currentUI.setRunnableInBackground(runnableInBackground) } func IsRunnableInBackground() bool { return currentUI.isRunnableInBackground() } func SetVsyncEnabled(enabled bool) { u := currentUI 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.runOnMainThread(func() error { u := currentUI u.setScreenSize(u.width, u.height, u.scale, u.fullscreen(), enabled) return nil }) } func IsVsyncEnabled() bool { r := false u := currentUI _ = u.runOnMainThread(func() error { r = currentUI.vsync return nil }) return r } func SetWindowTitle(title string) { if !currentUI.isRunning() { return } _ = currentUI.runOnMainThread(func() error { currentUI.window.SetTitle(title) return nil }) } 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 } m := glfw.GetPrimaryMonitor() v := m.GetVideoMode() d := devicescale.DeviceScale() mx := float64(v.Width) * d / glfwScale() my := float64(v.Height) * d / glfwScale() sx := 0.0 sy := 0.0 _ = u.runOnMainThread(func() error { sx = float64(u.width) * u.actualScreenScale() sy = float64(u.height) * u.actualScreenScale() return nil }) ox := (mx - sx) / 2 oy := (my - sy) / 2 return ox, oy, (mx - sx) - ox, (my - sy) - 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 AdjustedTouches() []*input.Touch { // TODO: Apply adjustCursorPosition return input.Get().Touches() } 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, mainloop bool) error { 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.vsync) 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 { n := time.Now().UnixNano() // As devicescale.DeviceScale accesses OS API, not call this too often. if u.deviceScale == 0 || n-u.deviceScaleUpdated < int64(time.Second/2) { u.deviceScale = devicescale.DeviceScale() u.deviceScaleUpdated = n } return u.getScale() * u.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 { actualScale = u.actualScreenScale() if !u.toChangeSize && u.lastActualScale == actualScale { return nil } u.lastActualScale = actualScale u.toChangeSize = false 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.vsync) u.setInitFullscreen(false) } return nil }) // This call is needed for initialization. u.updateGraphicsContext(g) _ = u.runOnMainThread(func() error { u.pollEvents() defer hooks.ResumeAudio() for !u.isRunnableInBackground() && u.window.GetAttrib(glfw.Focused) == 0 { hooks.SuspendAudio() // 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() input.Get().ResetScrollValues() // 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 } u.m.Lock() vsync := u.vsync u.m.Unlock() // The bound framebuffer must be the original screen framebuffer // before swapping buffers. opengl.GetContext().BindScreenFramebuffer() _ = u.runOnMainThread(func() error { if !vsync { u.swapBuffers() return nil } n1 := time.Now().UnixNano() u.swapBuffers() n2 := time.Now().UnixNano() d := time.Duration(n2 - n1) // On macOS Mojave, vsync might not work (#692). // As a tempoarry fix, just wait for a while not to consume CPU too much. const threshold = 4 * time.Millisecond // 250 [Hz] if d < threshold { time.Sleep(threshold - d) } 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, vsync bool) bool { if u.width == width && u.height == height && u.scale == scale && u.fullscreen() == fullscreen && u.vsync == vsync { 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 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 < 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? if u.vsync { glfw.SwapInterval(1) } else { glfw.SwapInterval(0) } u.toChangeSize = true return true }