// 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/graphicscommand" "github.com/hajimehoshi/ebiten/internal/hooks" "github.com/hajimehoshi/ebiten/internal/input" "github.com/hajimehoshi/ebiten/internal/mainthread" ) type userInterface struct { title string window *glfw.Window width int windowWidth int height int initMonitor *glfw.Monitor initFullscreenWidth int initFullscreenHeight int scale float64 fullscreenScale float64 running bool toChangeSize bool origPosX int origPosY int runnableInBackground bool vsync bool lastActualScale float64 initFullscreen bool initCursorVisible bool initWindowDecorated bool initIconImages []image.Image m sync.Mutex } var ( currentUI = &userInterface{ origPosX: -1, origPosY: -1, initCursorVisible: true, initWindowDecorated: true, vsync: true, } ) func init() { runtime.LockOSThread() hideConsoleWindowOnWindows() if err := initialize(); err != nil { panic(err) } glfw.SetMonitorCallback(func(monitor *glfw.Monitor, event glfw.MonitorEvent) { cacheMonitors() }) cacheMonitors() } func initialize() error { if err := glfw.Init(); err != nil { return err } if !graphicscommand.Driver().IsGL() { glfw.WindowHint(glfw.ClientAPI, glfw.NoAPI) } glfw.WindowHint(glfw.Visible, glfw.False) glfw.WindowHint(glfw.Resizable, glfw.False) // Create a window to set the initial monitor. w, err := glfw.CreateWindow(16, 16, "", nil, nil) if err != nil { return err } // TODO: Fix this hack. currentMonitorImpl now requires u.window on POSIX. currentUI.window = w currentUI.initMonitor = currentUI.currentMonitorFromPosition() v := currentUI.initMonitor.GetVideoMode() s := glfwScale() currentUI.initFullscreenWidth = int(float64(v.Width) / s) currentUI.initFullscreenHeight = int(float64(v.Height) / s) currentUI.window.Destroy() currentUI.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 Loop(ch <-chan error) error { currentUI.setRunning(true) if err := mainthread.Loop(ch); err != nil { return err } currentUI.setRunning(false) return nil } 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 ScreenSizeInFullscreen() (int, int) { u := currentUI if !u.isRunning() { return u.initFullscreenWidth, u.initFullscreenHeight } var v *glfw.VidMode s := 0.0 _ = mainthread.Run(func() error { v = u.currentMonitor().GetVideoMode() s = glfwScale() return nil }) return int(float64(v.Width) / s), int(float64(v.Height) / s) } func SetScreenSize(width, height int) bool { u := currentUI if !u.isRunning() { panic("ui: Run is not called yet") } r := false _ = mainthread.Run(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 _ = mainthread.Run(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 _ = mainthread.Run(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 _ = mainthread.Run(func() error { b = u.fullscreen() return nil }) return b } func SetFullscreen(fullscreen bool) { u := currentUI if !u.isRunning() { u.setInitFullscreen(fullscreen) return } _ = mainthread.Run(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 } _ = mainthread.Run(func() error { u := currentUI u.setScreenSize(u.width, u.height, u.scale, u.fullscreen(), enabled) return nil }) } func IsVsyncEnabled() bool { u := currentUI u.m.Lock() r := u.vsync u.m.Unlock() return r } func SetWindowTitle(title string) { if !currentUI.isRunning() { return } _ = mainthread.Run(func() error { currentUI.window.SetTitle(title) return nil }) } func SetWindowIcon(iconImages []image.Image) { if !currentUI.isRunning() { currentUI.setInitIconImages(iconImages) return } _ = mainthread.Run(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 := u.window.GetMonitor() d := devicescale.GetAt(m.GetPos()) v := m.GetVideoMode() sx := 0.0 sy := 0.0 gs := 0.0 _ = mainthread.Run(func() error { sx = float64(u.width) * u.actualScreenScale() sy = float64(u.height) * u.actualScreenScale() gs = glfwScale() return nil }) mx := float64(v.Width) * d / gs my := float64(v.Height) * d / gs 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 _ = mainthread.Run(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 _ = mainthread.Run(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 } _ = mainthread.Run(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 _ = mainthread.Run(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: // // _ = mainthread.Run(func() error { // v := glfw.False // if decorated { // v = glfw.True // } // }) // currentUI.window.SetAttrib(glfw.Decorated, v) // return nil } func DeviceScaleFactor() float64 { f := 0.0 u := currentUI if !u.isRunning() { return devicescale.GetAt(u.initMonitor.GetPos()) } _ = mainthread.Run(func() error { m := u.currentMonitor() f = devicescale.GetAt(m.GetPos()) return nil }) return f } func Run(width, height int, scale float64, title string, g GraphicsContext, mainloop bool) error { u := currentUI _ = mainthread.Run(func() error { glfw.WindowHint(glfw.ContextVersionMajor, 2) glfw.WindowHint(glfw.ContextVersionMinor, 1) // 'decorated' must be solved before creating a window (#556). decorated := glfw.False if u.isInitWindowDecorated() { decorated = glfw.True } glfw.WindowHint(glfw.Decorated, decorated) // 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 graphicscommand.Driver().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 retuls 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 := mx + (v.Width-w)/2 y := my + (v.Height-h)/3 x, y = adjustWindowPosition(x, y) u.window.SetPos(x, y) u.setWindowToDriver() 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 { v := u.window.GetMonitor().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 { // 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()) } // 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? _ = mainthread.Run(func() error { actualScale = u.actualScreenScale() if u.lastActualScale != actualScale { u.forceSetScreenSize(u.width, u.height, u.scale, u.fullscreen(), u.vsync) } u.lastActualScale = actualScale if !u.toChangeSize { return nil } 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 _ = mainthread.Run(func() error { shouldClose = u.window.ShouldClose() return nil }) if shouldClose { return RegularTermination } _ = mainthread.Run(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) _ = mainthread.Run(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() { _ = mainthread.Run(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() _ = mainthread.Run(func() error { if !vsync { u.swapBuffers() return nil } u.swapBuffers() return nil }) } } // swapBuffers must be called from the main thread. func (u *userInterface) swapBuffers() { if graphicscommand.Driver().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.fullscreen() == 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. const minWindowWidth = 252 u.width = width u.windowWidth = width s := scale * devicescale.GetAt(u.currentMonitor().GetPos()) 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 := 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 >= 0 && u.origPosY >= 0 { 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 = -1 u.origPosY = -1 } // Window title might be lost on macOS after coming back from fullscreen. u.window.SetTitle(u.title) } if graphicscommand.Driver().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) } } graphicscommand.Driver().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() }