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https://github.com/hajimehoshi/ebiten.git
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a269cf3785
Now the unit of Bounds is device-dependent pixels, and this is useless and Ebitengine API always treat device-independent pixels. Rather, this might confuse users. Until we find a good solution, let's remove Bounds() for v2.6. MonitorType itself is still useful to specify a monitor to show a window.
103 lines
2.6 KiB
Go
103 lines
2.6 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 main
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import (
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"flag"
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"fmt"
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"log"
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"strings"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/ebitenutil"
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"github.com/hajimehoshi/ebiten/v2/inpututil"
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)
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const (
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windowWidth = 640
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windowHeight = 480
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)
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type Game struct {
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monitors []*ebiten.MonitorType
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}
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func (g *Game) Update() error {
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// Refresh monitors.
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g.monitors = ebiten.AppendMonitors(g.monitors[:0])
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// Handle keypresses.
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if inpututil.IsKeyJustReleased(ebiten.KeyF) {
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ebiten.SetFullscreen(!ebiten.IsFullscreen())
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} else {
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for i, m := range g.monitors {
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if inpututil.IsKeyJustPressed(ebiten.KeyDigit0 + ebiten.Key(i)) {
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ebiten.SetWindowTitle(m.Name())
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ebiten.SetMonitor(m)
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}
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}
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}
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return nil
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}
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func (g *Game) Draw(screen *ebiten.Image) {
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lines := []string{"F to toggle fullscreen", "0-9 to change monitor"}
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lines = append(lines, "")
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for i, m := range g.monitors {
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lines = append(lines, fmt.Sprintf("%d: %s", i, m.Name()))
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}
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activeMonitor := ebiten.Monitor()
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lines = append(lines, "")
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for i, m := range g.monitors {
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if m == activeMonitor {
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lines = append(lines, fmt.Sprintf("active: %s (%d)", m.Name(), i))
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}
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}
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ebitenutil.DebugPrint(screen, strings.Join(lines, "\n"))
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}
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func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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return windowWidth / 2, windowHeight / 2
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}
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func main() {
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g := &Game{}
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// Allow the user to pass in a monitor flag to target a specific monitor.
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var monitor int
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flag.IntVar(&monitor, "monitor", 0, "target monitor index to run the program on")
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flag.Parse()
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// Read our monitors.
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g.monitors = ebiten.AppendMonitors(nil)
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// Ensure the user did not supply a monitor index beyond the range of available monitors. If they did, set the monitor to the primary.
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if monitor < 0 || monitor >= len(g.monitors) {
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monitor = 0
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}
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targetMonitor := g.monitors[monitor]
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ebiten.SetMonitor(targetMonitor)
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ebiten.SetWindowTitle(targetMonitor.Name())
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ebiten.SetWindowSize(windowWidth, windowHeight)
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if err := ebiten.RunGame(g); err != nil {
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log.Fatal(err)
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}
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}
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