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9a8d6e7b41
Closes #2935
77 lines
2.9 KiB
Go
77 lines
2.9 KiB
Go
// Copyright 2023 The Ebitengine Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package ebiten
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import (
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"github.com/hajimehoshi/ebiten/v2/internal/ui"
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)
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// MonitorType represents a monitor available to the system.
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type MonitorType ui.Monitor
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// Name returns the monitor's name. On Linux, this reports the monitors in xrandr format.
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// On Windows, this reports "Generic PnP Monitor" for all monitors.
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func (m *MonitorType) Name() string {
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return (*ui.Monitor)(m).Name()
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}
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// DeviceScaleFactor returns the device scale factor of the monitor.
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//
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// DeviceScaleFactor returns a meaningful value on high-DPI display environment,
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// otherwise DeviceScaleFactor returns 1.
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//
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// On mobiles, DeviceScaleFactor returns 1 before the game starts e.g. in init functions.
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func (m *MonitorType) DeviceScaleFactor() float64 {
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return (*ui.Monitor)(m).DeviceScaleFactor()
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}
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// Size returns the size of the monitor in device-independent pixels.
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// This is the same as the screen size in fullscreen mode.
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// The returned value can be given to SetSize function if the perfectly fit fullscreen is needed.
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//
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// On mobiles, Size returns (0, 0) before the game starts e.g. in init functions.
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//
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// Size's use cases are limited. If you are making a fullscreen application, you can use RunGame and
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// the Game interface's Layout function instead. If you are making a not-fullscreen application but the application's
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// behavior depends on the monitor size, Size is useful.
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func (m *MonitorType) Size() (int, int) {
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return (*ui.Monitor)(m).Size()
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}
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// Monitor returns the current monitor.
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func Monitor() *MonitorType {
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m := ui.Get().Monitor()
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if m == nil {
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return nil
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}
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return (*MonitorType)(m)
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}
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// SetMonitor sets the monitor that the window should be on. This can be called before or after Run.
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func SetMonitor(monitor *MonitorType) {
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ui.Get().Window().SetMonitor((*ui.Monitor)(monitor))
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}
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// AppendMonitors returns the monitors reported by the system.
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// On desktop platforms, there will always be at least one monitor appended and the first monitor in the slice will be the primary monitor.
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// Any monitors added or removed will show up with subsequent calls to this function.
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func AppendMonitors(monitors []*MonitorType) []*MonitorType {
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// TODO: This is not an efficient operation. It would be best if we could directly pass monitors directly into `ui.AppendMonitors`.
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for _, m := range ui.Get().AppendMonitors(nil) {
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monitors = append(monitors, (*MonitorType)(m))
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}
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return monitors
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}
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