ebiten/window.go
Hajime Hoshi 7d56e4335e ui: Add RunGame, WindowSize and SetWindowSize
This change introduces the new APIs RunGame, WindowSize and
SetWindowSize. These new APIs hides the notion of 'scale', and is
more flexible with the outside size change. This means that we can
introduce a resizable window.

This change also adds -legacy flag to examples/windowsize. If the
flag is off, the new APIs are used.

This change deprecates these functions since the notion of 'scale'
is deprecated:

  * ScreenScale
  * ScreenSizeInFullscreen
  * SetScreenScale
  * SetScreenSize

Fixes #943, #571
Updates #320
2019-12-22 03:35:31 +09:00

200 lines
5.4 KiB
Go

// Copyright 2019 The Ebiten Authors
//
// 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.
package ebiten
import (
"image"
"sync"
)
const (
maxInt = int(^uint(0) >> 1)
minInt = -maxInt - 1
invalidPos = minInt
)
// SetWindowDecorated sets the state if the window is decorated.
//
// The window is decorated by default.
//
// SetWindowDecorated works only on desktops.
// SetWindowDecorated does nothing on other platforms.
//
// SetWindowDecorated is concurrent-safe.
func SetWindowDecorated(decorated bool) {
uiDriver().SetWindowDecorated(decorated)
}
// IsWindowDecorated reports whether the window is decorated.
//
// IsWindowDecorated is concurrent-safe.
func IsWindowDecorated() bool {
return uiDriver().IsWindowDecorated()
}
// setWindowResizable is unexported until specification is determined (#320)
//
// setWindowResizable sets the state if the window is resizable.
//
// The window is not resizable by default.
//
// When the window is resizable, the image size given via the update function can be changed by resizing.
//
// setWindowResizable works only on desktops.
// setWindowResizable does nothing on other platforms.
//
// setWindowResizable panics if setWindowResizable is called after the main loop.
//
// setWindowResizable is concurrent-safe.
func setWindowResizable(resizable bool) {
uiDriver().SetWindowResizable(resizable)
}
// IsWindowResizable reports whether the window is resizable.
//
// IsWindowResizable is concurrent-safe.
func IsWindowResizable() bool {
return uiDriver().IsWindowResizable()
}
// SetWindowTitle sets the title of the window.
//
// SetWindowTitle does nothing on mobiles.
//
// SetWindowTitle is concurrent-safe.
func SetWindowTitle(title string) {
uiDriver().SetWindowTitle(title)
}
// SetWindowIcon sets the icon of the game window.
//
// If len(iconImages) is 0, SetWindowIcon reverts the icon to the default one.
//
// For desktops, see the document of glfwSetWindowIcon of GLFW 3.2:
//
// This function sets the icon of the specified window.
// If passed an array of candidate images, those of or closest to the sizes
// desired by the system are selected.
// If no images are specified, the window reverts to its default icon.
//
// The desired image sizes varies depending on platform and system settings.
// The selected images will be rescaled as needed.
// Good sizes include 16x16, 32x32 and 48x48.
//
// As macOS windows don't have icons, SetWindowIcon doesn't work on macOS.
//
// SetWindowIcon doesn't work on browsers or mobiles.
//
// SetWindowIcon is concurrent-safe.
func SetWindowIcon(iconImages []image.Image) {
uiDriver().SetWindowIcon(iconImages)
}
// WindowPosition returns the window position.
//
// WindowPosition panics if the main loop does not start yet.
//
// WindowPosition returns the last window position on fullscreen mode.
//
// WindowPosition returns (0, 0) on browsers and mobiles.
//
// WindowPosition is concurrent-safe.
func WindowPosition() (x, y int) {
if x, y, ok := initWindowPosition(); ok {
return x, y
}
return uiDriver().WindowPosition()
}
// SetWindowPosition sets the window position.
//
// SetWindowPosition does nothing on fullscreen mode.
//
// SetWindowPosition does nothing on browsers and mobiles.
//
// SetWindowPosition is concurrent-safe.
func SetWindowPosition(x, y int) {
if setInitWindowPosition(x, y) {
return
}
uiDriver().SetWindowPosition(x, y)
}
var (
windowM sync.Mutex
mainLoopStarted bool
initWindowPositionX = invalidPos
initWindowPositionY = invalidPos
)
func initWindowPosition() (x, y int, ok bool) {
windowM.Lock()
defer windowM.Unlock()
if mainLoopStarted {
return 0, 0, false
}
if initWindowPositionX == invalidPos || initWindowPositionY == invalidPos {
return 0, 0, false
}
return initWindowPositionX, initWindowPositionY, true
}
func setInitWindowPosition(x, y int) bool {
windowM.Lock()
defer windowM.Unlock()
if mainLoopStarted {
return false
}
initWindowPositionX, initWindowPositionY = x, y
return true
}
func fixWindowPosition(width, height int) {
windowM.Lock()
defer windowM.Unlock()
defer func() {
mainLoopStarted = true
}()
if !uiDriver().CanHaveWindow() {
return
}
if initWindowPositionX == invalidPos || initWindowPositionY == invalidPos {
mx, my := uiDriver().MonitorPosition()
sw, sh := uiDriver().ScreenSizeInFullscreen()
x := mx + (sw-width)/2
y := my + (sh-height)/3
uiDriver().SetWindowPosition(x, y)
} else {
uiDriver().SetWindowPosition(initWindowPositionX, initWindowPositionY)
}
}
// WindowSize returns the window size. On fullscreen mode, WindowSize returns the original window size.
//
// WindowSize is concurrent-safe.
func WindowSize() (int, int) {
return uiDriver().WindowSize()
}
// SetWindowSize sets the window size. On fullscreen mode, SetWindowSize sets the original window size.
//
// SetWindowSize is concurrent-safe.
func SetWindowSize(width, height int) {
uiDriver().SetWindowSize(width, height)
}