mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-27 12:18:55 +01:00
d4b722eb06
Updates #1452
1631 lines
43 KiB
Go
1631 lines
43 KiB
Go
// Copyright 2015 Hajime Hoshi
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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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//go:build !android && !js && !ios
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// +build !android,!js,!ios
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package glfw
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import (
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"fmt"
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"image"
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"os"
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"runtime"
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"sync"
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"sync/atomic"
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"time"
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"github.com/hajimehoshi/ebiten/v2/internal/devicescale"
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"github.com/hajimehoshi/ebiten/v2/internal/driver"
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"github.com/hajimehoshi/ebiten/v2/internal/glfw"
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"github.com/hajimehoshi/ebiten/v2/internal/hooks"
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"github.com/hajimehoshi/ebiten/v2/internal/thread"
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)
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func driverCursorModeToGLFWCursorMode(mode driver.CursorMode) int {
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switch mode {
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case driver.CursorModeVisible:
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return glfw.CursorNormal
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case driver.CursorModeHidden:
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return glfw.CursorHidden
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case driver.CursorModeCaptured:
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return glfw.CursorDisabled
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default:
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panic(fmt.Sprintf("glfw: invalid driver.CursorMode: %d", mode))
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}
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}
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type UserInterface struct {
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context driver.UIContext
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title string
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window *glfw.Window
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// windowWidthInDIP and windowHeightInDIP represents a window size.
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// The units are device-independent pixels.
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windowWidthInDIP int
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windowHeightInDIP int
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// The units are device-independent pixels.
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minWindowWidthInDIP int
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minWindowHeightInDIP int
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maxWindowWidthInDIP int
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maxWindowHeightInDIP int
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running uint32
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origPosX int
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origPosY int
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runnableOnUnfocused bool
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fpsMode driver.FPSMode
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iconImages []image.Image
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cursorShape driver.CursorShape
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windowClosingHandled bool
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windowBeingClosed bool
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// setSizeCallbackEnabled must be accessed from the main thread.
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setSizeCallbackEnabled bool
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// err must be accessed from the main thread.
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err error
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lastDeviceScaleFactor float64
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// These values are not changed after initialized.
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// TODO: the fullscreen size should be updated when the initial window position is changed?
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initMonitor *glfw.Monitor
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initFullscreenWidthInDIP int
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initFullscreenHeightInDIP int
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initFullscreen bool
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initCursorMode driver.CursorMode
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initWindowDecorated bool
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initWindowResizable bool
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initWindowPositionXInDIP int
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initWindowPositionYInDIP int
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initWindowWidthInDIP int
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initWindowHeightInDIP int
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initWindowFloating bool
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initWindowMaximized bool
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initScreenTransparent bool
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initFocused bool
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fpsModeInited bool
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input Input
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iwindow window
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sizeCallback glfw.SizeCallback
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closeCallback glfw.CloseCallback
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framebufferSizeCallback glfw.FramebufferSizeCallback
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framebufferSizeCallbackCh chan struct{}
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t thread.Thread
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m sync.RWMutex
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}
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const (
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maxInt = int(^uint(0) >> 1)
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minInt = -maxInt - 1
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invalidPos = minInt
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)
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var (
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theUI = &UserInterface{
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runnableOnUnfocused: true,
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minWindowWidthInDIP: glfw.DontCare,
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minWindowHeightInDIP: glfw.DontCare,
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maxWindowWidthInDIP: glfw.DontCare,
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maxWindowHeightInDIP: glfw.DontCare,
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origPosX: invalidPos,
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origPosY: invalidPos,
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initCursorMode: driver.CursorModeVisible,
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initWindowDecorated: true,
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initWindowPositionXInDIP: invalidPos,
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initWindowPositionYInDIP: invalidPos,
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initWindowWidthInDIP: 640,
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initWindowHeightInDIP: 480,
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initFocused: true,
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fpsMode: driver.FPSModeVsyncOn,
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}
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)
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func init() {
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theUI.input.ui = theUI
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theUI.iwindow.ui = theUI
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}
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func Get() *UserInterface {
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return theUI
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}
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func init() {
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hideConsoleWindowOnWindows()
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if err := initialize(); err != nil {
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panic(err)
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}
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glfw.SetMonitorCallback(func(monitor *glfw.Monitor, event glfw.PeripheralEvent) {
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updateMonitors()
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})
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updateMonitors()
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}
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var glfwSystemCursors = map[driver.CursorShape]*glfw.Cursor{}
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func initialize() error {
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if err := glfw.Init(); err != nil {
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return err
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}
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glfw.WindowHint(glfw.Visible, glfw.False)
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glfw.WindowHint(glfw.ClientAPI, glfw.NoAPI)
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// Create a window to set the initial monitor.
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w, err := glfw.CreateWindow(16, 16, "", nil, nil)
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if err != nil {
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return err
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}
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if w == nil {
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// This can happen on Windows Remote Desktop (#903).
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panic("glfw: glfw.CreateWindow must not return nil")
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}
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defer w.Destroy()
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initializeWindowAfterCreation(w)
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theUI.waitForFramebufferSizeCallback(w, nil)
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m := initialMonitor(w)
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theUI.initMonitor = m
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v := m.GetVideoMode()
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theUI.initFullscreenWidthInDIP = int(theUI.dipFromGLFWMonitorPixel(float64(v.Width), m))
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theUI.initFullscreenHeightInDIP = int(theUI.dipFromGLFWMonitorPixel(float64(v.Height), m))
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// Create system cursors. These cursors are destroyed at glfw.Terminate().
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glfwSystemCursors[driver.CursorShapeDefault] = nil
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glfwSystemCursors[driver.CursorShapeText] = glfw.CreateStandardCursor(glfw.IBeamCursor)
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glfwSystemCursors[driver.CursorShapeCrosshair] = glfw.CreateStandardCursor(glfw.CrosshairCursor)
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glfwSystemCursors[driver.CursorShapePointer] = glfw.CreateStandardCursor(glfw.HandCursor)
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glfwSystemCursors[driver.CursorShapeEWResize] = glfw.CreateStandardCursor(glfw.HResizeCursor)
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glfwSystemCursors[driver.CursorShapeNSResize] = glfw.CreateStandardCursor(glfw.VResizeCursor)
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return nil
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}
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type monitor struct {
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m *glfw.Monitor
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vm *glfw.VidMode
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// Pos of monitor in virtual coords
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x int
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y int
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}
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// monitors is the monitor list cache for desktop glfw compile targets.
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// populated by 'updateMonitors' which is called on init and every
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// monitor config change event.
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//
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// monitors must be manipulated on the main thread.
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var monitors []*monitor
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func updateMonitors() {
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monitors = nil
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ms := glfw.GetMonitors()
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for _, m := range ms {
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x, y := m.GetPos()
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monitors = append(monitors, &monitor{
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m: m,
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vm: m.GetVideoMode(),
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x: x,
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y: y,
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})
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}
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clearVideoModeScaleCache()
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devicescale.ClearCache()
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}
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func ensureMonitors() []*monitor {
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if len(monitors) == 0 {
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updateMonitors()
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}
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return monitors
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}
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// getMonitorFromPosition returns a monitor for the given window x/y,
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// or returns nil if monitor is not found.
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//
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// getMonitorFromPosition must be called on the main thread.
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func getMonitorFromPosition(wx, wy int) *monitor {
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for _, m := range ensureMonitors() {
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// TODO: Fix incorrectness in the cases of https://github.com/glfw/glfw/issues/1961.
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// See also internal/devicescale/impl_desktop.go for a maybe better way of doing this.
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if m.x <= wx && wx < m.x+m.vm.Width && m.y <= wy && wy < m.y+m.vm.Height {
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return m
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}
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}
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return nil
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}
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func (u *UserInterface) isRunning() bool {
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return atomic.LoadUint32(&u.running) != 0
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}
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func (u *UserInterface) setRunning(running bool) {
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if running {
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atomic.StoreUint32(&u.running, 1)
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} else {
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atomic.StoreUint32(&u.running, 0)
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}
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}
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func (u *UserInterface) getWindowSizeLimitsInDIP() (minw, minh, maxw, maxh int) {
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u.m.RLock()
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defer u.m.RUnlock()
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return u.minWindowWidthInDIP, u.minWindowHeightInDIP, u.maxWindowWidthInDIP, u.maxWindowHeightInDIP
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}
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func (u *UserInterface) setWindowSizeLimitsInDIP(minw, minh, maxw, maxh int) bool {
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u.m.RLock()
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defer u.m.RUnlock()
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if u.minWindowWidthInDIP == minw && u.minWindowHeightInDIP == minh && u.maxWindowWidthInDIP == maxw && u.maxWindowHeightInDIP == maxh {
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return false
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}
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u.minWindowWidthInDIP = minw
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u.minWindowHeightInDIP = minh
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u.maxWindowWidthInDIP = maxw
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u.maxWindowHeightInDIP = maxh
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return true
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}
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func (u *UserInterface) isInitFullscreen() bool {
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u.m.RLock()
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v := u.initFullscreen
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u.m.RUnlock()
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return v
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}
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func (u *UserInterface) setInitFullscreen(initFullscreen bool) {
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u.m.Lock()
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u.initFullscreen = initFullscreen
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u.m.Unlock()
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}
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func (u *UserInterface) getInitCursorMode() driver.CursorMode {
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u.m.RLock()
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v := u.initCursorMode
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u.m.RUnlock()
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return v
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}
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func (u *UserInterface) setInitCursorMode(mode driver.CursorMode) {
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u.m.Lock()
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u.initCursorMode = mode
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u.m.Unlock()
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}
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func (u *UserInterface) getCursorShape() driver.CursorShape {
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u.m.RLock()
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v := u.cursorShape
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u.m.RUnlock()
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return v
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}
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func (u *UserInterface) setCursorShape(shape driver.CursorShape) driver.CursorShape {
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u.m.Lock()
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old := u.cursorShape
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u.cursorShape = shape
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u.m.Unlock()
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return old
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}
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func (u *UserInterface) isInitWindowDecorated() bool {
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u.m.RLock()
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v := u.initWindowDecorated
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u.m.RUnlock()
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return v
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}
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func (u *UserInterface) setInitWindowDecorated(decorated bool) {
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u.m.Lock()
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u.initWindowDecorated = decorated
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u.m.Unlock()
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}
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func (u *UserInterface) isRunnableOnUnfocused() bool {
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u.m.RLock()
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v := u.runnableOnUnfocused
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u.m.RUnlock()
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return v
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}
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func (u *UserInterface) setRunnableOnUnfocused(runnableOnUnfocused bool) {
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u.m.Lock()
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u.runnableOnUnfocused = runnableOnUnfocused
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u.m.Unlock()
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}
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func (u *UserInterface) isInitWindowResizable() bool {
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u.m.RLock()
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v := u.initWindowResizable
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u.m.RUnlock()
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return v
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}
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func (u *UserInterface) setInitWindowResizable(resizable bool) {
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u.m.Lock()
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u.initWindowResizable = resizable
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u.m.Unlock()
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}
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func (u *UserInterface) isInitScreenTransparent() bool {
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u.m.RLock()
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v := u.initScreenTransparent
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u.m.RUnlock()
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return v
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}
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func (u *UserInterface) setInitScreenTransparent(transparent bool) {
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u.m.RLock()
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u.initScreenTransparent = transparent
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u.m.RUnlock()
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}
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func (u *UserInterface) getIconImages() []image.Image {
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u.m.RLock()
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i := u.iconImages
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u.m.RUnlock()
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return i
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}
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func (u *UserInterface) setIconImages(iconImages []image.Image) {
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u.m.Lock()
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u.iconImages = iconImages
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u.m.Unlock()
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}
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func (u *UserInterface) getInitWindowPositionInDIP() (int, int) {
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u.m.RLock()
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defer u.m.RUnlock()
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if u.initWindowPositionXInDIP != invalidPos && u.initWindowPositionYInDIP != invalidPos {
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return u.initWindowPositionXInDIP, u.initWindowPositionYInDIP
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}
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return invalidPos, invalidPos
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}
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func (u *UserInterface) setInitWindowPositionInDIP(x, y int) {
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u.m.Lock()
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defer u.m.Unlock()
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u.initWindowPositionXInDIP = x
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u.initWindowPositionYInDIP = y
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}
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func (u *UserInterface) getInitWindowSizeInDIP() (int, int) {
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u.m.Lock()
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w, h := u.initWindowWidthInDIP, u.initWindowHeightInDIP
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u.m.Unlock()
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return w, h
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}
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func (u *UserInterface) setInitWindowSizeInDIP(width, height int) {
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u.m.Lock()
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u.initWindowWidthInDIP, u.initWindowHeightInDIP = width, height
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u.m.Unlock()
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}
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func (u *UserInterface) isInitWindowFloating() bool {
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u.m.Lock()
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f := u.initWindowFloating
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u.m.Unlock()
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return f
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}
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func (u *UserInterface) setInitWindowFloating(floating bool) {
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u.m.Lock()
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u.initWindowFloating = floating
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u.m.Unlock()
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}
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func (u *UserInterface) isInitWindowMaximized() bool {
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u.m.Lock()
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m := u.initWindowMaximized
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u.m.Unlock()
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return m
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}
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func (u *UserInterface) setInitWindowMaximized(maximized bool) {
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u.m.Lock()
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u.initWindowMaximized = maximized
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u.m.Unlock()
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}
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func (u *UserInterface) isWindowClosingHandled() bool {
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u.m.Lock()
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v := u.windowClosingHandled
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u.m.Unlock()
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return v
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}
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func (u *UserInterface) setWindowClosingHandled(handled bool) {
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u.m.Lock()
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u.windowClosingHandled = handled
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u.m.Unlock()
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}
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func (u *UserInterface) isWindowBeingClosed() bool {
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u.m.Lock()
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v := u.windowBeingClosed
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u.m.Unlock()
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return v
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}
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func (u *UserInterface) isInitFocused() bool {
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u.m.Lock()
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v := u.initFocused
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u.m.Unlock()
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return v
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}
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func (u *UserInterface) setInitFocused(focused bool) {
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u.m.Lock()
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u.initFocused = focused
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u.m.Unlock()
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}
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func (u *UserInterface) ScreenSizeInFullscreen() (int, int) {
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if !u.isRunning() {
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return u.initFullscreenWidthInDIP, u.initFullscreenHeightInDIP
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}
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var w, h int
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u.t.Call(func() {
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m := u.currentMonitor()
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v := m.GetVideoMode()
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w = int(u.dipFromGLFWMonitorPixel(float64(v.Width), m))
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h = int(u.dipFromGLFWMonitorPixel(float64(v.Height), m))
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})
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return w, h
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}
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// isFullscreen must be called from the main thread.
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func (u *UserInterface) isFullscreen() bool {
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if !u.isRunning() {
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panic("glfw: isFullscreen can't be called before the main loop starts")
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}
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return u.window.GetMonitor() != nil || u.isNativeFullscreen()
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}
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func (u *UserInterface) IsFullscreen() bool {
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if !u.isRunning() {
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return u.isInitFullscreen()
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}
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b := false
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u.t.Call(func() {
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b = u.isFullscreen()
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})
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return b
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}
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func (u *UserInterface) SetFullscreen(fullscreen bool) {
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if !u.isRunning() {
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u.setInitFullscreen(fullscreen)
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return
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}
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var update bool
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u.t.Call(func() {
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update = u.isFullscreen() != fullscreen
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})
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if !update {
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return
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}
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u.t.Call(func() {
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w, h := u.windowWidthInDIP, u.windowHeightInDIP
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u.setWindowSizeInDIP(w, h, fullscreen)
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})
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}
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func (u *UserInterface) IsFocused() bool {
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if !u.isRunning() {
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return false
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}
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var focused bool
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u.t.Call(func() {
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focused = u.window.GetAttrib(glfw.Focused) == glfw.True
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})
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return focused
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}
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func (u *UserInterface) SetRunnableOnUnfocused(runnableOnUnfocused bool) {
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u.setRunnableOnUnfocused(runnableOnUnfocused)
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}
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func (u *UserInterface) IsRunnableOnUnfocused() bool {
|
|
return u.isRunnableOnUnfocused()
|
|
}
|
|
|
|
func (u *UserInterface) SetFPSMode(mode driver.FPSMode) {
|
|
if !u.isRunning() {
|
|
u.m.Lock()
|
|
u.fpsMode = mode
|
|
u.m.Unlock()
|
|
return
|
|
}
|
|
u.t.Call(func() {
|
|
if !u.fpsModeInited {
|
|
u.fpsMode = mode
|
|
return
|
|
}
|
|
u.setFPSMode(mode)
|
|
u.updateVsync()
|
|
})
|
|
}
|
|
|
|
func (u *UserInterface) FPSMode() driver.FPSMode {
|
|
if !u.isRunning() {
|
|
u.m.Lock()
|
|
m := u.fpsMode
|
|
u.m.Unlock()
|
|
return m
|
|
}
|
|
var v driver.FPSMode
|
|
u.t.Call(func() {
|
|
v = u.fpsMode
|
|
})
|
|
return v
|
|
}
|
|
|
|
func (u *UserInterface) ScheduleFrame() {
|
|
if !u.isRunning() {
|
|
return
|
|
}
|
|
// As the main thread can be blocked, do not check the current FPS mode.
|
|
// PostEmptyEvent is concurrent safe.
|
|
glfw.PostEmptyEvent()
|
|
}
|
|
|
|
func (u *UserInterface) CursorMode() driver.CursorMode {
|
|
if !u.isRunning() {
|
|
return u.getInitCursorMode()
|
|
}
|
|
|
|
var mode int
|
|
u.t.Call(func() {
|
|
mode = u.window.GetInputMode(glfw.CursorMode)
|
|
})
|
|
|
|
var v driver.CursorMode
|
|
switch mode {
|
|
case glfw.CursorNormal:
|
|
v = driver.CursorModeVisible
|
|
case glfw.CursorHidden:
|
|
v = driver.CursorModeHidden
|
|
case glfw.CursorDisabled:
|
|
v = driver.CursorModeCaptured
|
|
default:
|
|
panic(fmt.Sprintf("glfw: invalid GLFW cursor mode: %d", mode))
|
|
}
|
|
return v
|
|
}
|
|
|
|
func (u *UserInterface) SetCursorMode(mode driver.CursorMode) {
|
|
if !u.isRunning() {
|
|
u.setInitCursorMode(mode)
|
|
return
|
|
}
|
|
u.t.Call(func() {
|
|
u.window.SetInputMode(glfw.CursorMode, driverCursorModeToGLFWCursorMode(mode))
|
|
})
|
|
}
|
|
|
|
func (u *UserInterface) CursorShape() driver.CursorShape {
|
|
return u.getCursorShape()
|
|
}
|
|
|
|
func (u *UserInterface) SetCursorShape(shape driver.CursorShape) {
|
|
old := u.setCursorShape(shape)
|
|
if old == shape {
|
|
return
|
|
}
|
|
if !u.isRunning() {
|
|
return
|
|
}
|
|
u.t.Call(func() {
|
|
u.setNativeCursor(shape)
|
|
})
|
|
}
|
|
|
|
func (u *UserInterface) DeviceScaleFactor() float64 {
|
|
if !u.isRunning() {
|
|
// TODO: Use the initWindowPosition. This requires to convert the units correctly (#1575).
|
|
return u.deviceScaleFactor(u.currentMonitor())
|
|
}
|
|
|
|
f := 0.0
|
|
u.t.Call(func() {
|
|
f = u.deviceScaleFactor(u.currentMonitor())
|
|
})
|
|
return f
|
|
}
|
|
|
|
// deviceScaleFactor must be called from the main thread.
|
|
func (u *UserInterface) deviceScaleFactor(monitor *glfw.Monitor) float64 {
|
|
// It is rare, but monitor can be nil when glfw.GetPrimaryMonitor returns nil.
|
|
// In this case, return 1 as a tentative scale (#1878).
|
|
if monitor == nil {
|
|
return 1
|
|
}
|
|
|
|
mx, my := monitor.GetPos()
|
|
return devicescale.GetAt(mx, my)
|
|
}
|
|
|
|
func init() {
|
|
// Lock the main thread.
|
|
runtime.LockOSThread()
|
|
}
|
|
|
|
func (u *UserInterface) RunWithoutMainLoop(context driver.UIContext) {
|
|
panic("glfw: RunWithoutMainLoop is not implemented")
|
|
}
|
|
|
|
// createWindow creates a GLFW window.
|
|
//
|
|
// createWindow must be called from the main thread.
|
|
//
|
|
// createWindow does not set the position or size so far.
|
|
func (u *UserInterface) createWindow() error {
|
|
if u.window != nil {
|
|
panic("glfw: u.window must not exist at createWindow")
|
|
}
|
|
|
|
// 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
|
|
}
|
|
initializeWindowAfterCreation(window)
|
|
u.window = window
|
|
|
|
// Even just after a window creation, FramebufferSize callback might be invoked (#1847).
|
|
// Ensure to consume this callback.
|
|
u.waitForFramebufferSizeCallback(u.window, nil)
|
|
|
|
if u.Graphics().IsGL() {
|
|
u.window.MakeContextCurrent()
|
|
}
|
|
|
|
u.window.SetInputMode(glfw.CursorMode, driverCursorModeToGLFWCursorMode(u.getInitCursorMode()))
|
|
u.window.SetCursor(glfwSystemCursors[u.getCursorShape()])
|
|
u.window.SetTitle(u.title)
|
|
// TODO: Set icons
|
|
|
|
u.registerWindowSetSizeCallback()
|
|
u.registerWindowCloseCallback()
|
|
|
|
return nil
|
|
}
|
|
|
|
// registerWindowSetSizeCallback must be called from the main thread.
|
|
func (u *UserInterface) registerWindowSetSizeCallback() {
|
|
if u.sizeCallback == 0 {
|
|
u.sizeCallback = glfw.ToSizeCallback(func(_ *glfw.Window, width, height int) {
|
|
if !u.setSizeCallbackEnabled {
|
|
return
|
|
}
|
|
|
|
u.adjustViewSize()
|
|
|
|
if u.window.GetAttrib(glfw.Resizable) == glfw.False {
|
|
return
|
|
}
|
|
if u.isFullscreen() && !u.isNativeFullscreen() {
|
|
return
|
|
}
|
|
|
|
if err := u.runOnAnotherThreadFromMainThread(func() error {
|
|
// Disable Vsync temporarily. On macOS, getting a next frame can get stuck (#1740).
|
|
u.Graphics().SetVsyncEnabled(false)
|
|
|
|
var outsideWidth, outsideHeight float64
|
|
|
|
u.t.Call(func() {
|
|
if width != 0 || height != 0 {
|
|
w := int(u.dipFromGLFWPixel(float64(width), u.currentMonitor()))
|
|
h := int(u.dipFromGLFWPixel(float64(height), u.currentMonitor()))
|
|
u.setWindowSizeInDIP(w, h, u.isFullscreen())
|
|
}
|
|
|
|
outsideWidth, outsideHeight = u.updateSize()
|
|
})
|
|
u.context.Layout(outsideWidth, outsideHeight)
|
|
if err := u.context.ForceUpdateFrame(); err != nil {
|
|
return err
|
|
}
|
|
if u.Graphics().IsGL() {
|
|
u.t.Call(func() {
|
|
u.swapBuffers()
|
|
})
|
|
}
|
|
return nil
|
|
}); err != nil {
|
|
u.err = err
|
|
}
|
|
})
|
|
}
|
|
u.window.SetSizeCallback(u.sizeCallback)
|
|
}
|
|
|
|
// registerWindowCloseCallback must be called from the main thread.
|
|
func (u *UserInterface) registerWindowCloseCallback() {
|
|
if u.closeCallback == 0 {
|
|
u.closeCallback = glfw.ToCloseCallback(func(_ *glfw.Window) {
|
|
u.m.Lock()
|
|
u.windowBeingClosed = true
|
|
u.m.Unlock()
|
|
|
|
if !u.isWindowClosingHandled() {
|
|
return
|
|
}
|
|
u.window.SetShouldClose(false)
|
|
})
|
|
}
|
|
u.window.SetCloseCallback(u.closeCallback)
|
|
}
|
|
|
|
// waitForFramebufferSizeCallback waits for GLFW's FramebufferSize callback.
|
|
// f is a process executed after registering the callback.
|
|
// If the callback is not invoked for a while, waitForFramebufferSizeCallback times out and return.
|
|
//
|
|
// waitForFramebufferSizeCallback must be called from the main thread.
|
|
func (u *UserInterface) waitForFramebufferSizeCallback(window *glfw.Window, f func()) {
|
|
u.framebufferSizeCallbackCh = make(chan struct{}, 1)
|
|
|
|
if u.framebufferSizeCallback == 0 {
|
|
u.framebufferSizeCallback = glfw.ToFramebufferSizeCallback(func(_ *glfw.Window, _, _ int) {
|
|
// This callback can be invoked multiple times by one PollEvents in theory (#1618).
|
|
// Allow the case when the channel is full.
|
|
select {
|
|
case u.framebufferSizeCallbackCh <- struct{}{}:
|
|
default:
|
|
}
|
|
})
|
|
}
|
|
window.SetFramebufferSizeCallback(u.framebufferSizeCallback)
|
|
|
|
if f != nil {
|
|
f()
|
|
}
|
|
|
|
// Use the timeout as FramebufferSize event might not be fired (#1618).
|
|
t := time.NewTimer(time.Second)
|
|
defer t.Stop()
|
|
|
|
event:
|
|
for {
|
|
glfw.PollEvents()
|
|
select {
|
|
case <-u.framebufferSizeCallbackCh:
|
|
break event
|
|
case <-t.C:
|
|
break event
|
|
default:
|
|
time.Sleep(time.Millisecond)
|
|
}
|
|
}
|
|
window.SetFramebufferSizeCallback(glfw.ToFramebufferSizeCallback(nil))
|
|
close(u.framebufferSizeCallbackCh)
|
|
u.framebufferSizeCallbackCh = nil
|
|
}
|
|
|
|
func (u *UserInterface) init() error {
|
|
if u.Graphics().IsGL() {
|
|
glfw.WindowHint(glfw.ClientAPI, glfw.OpenGLAPI)
|
|
glfw.WindowHint(glfw.ContextVersionMajor, 2)
|
|
glfw.WindowHint(glfw.ContextVersionMinor, 1)
|
|
} else {
|
|
glfw.WindowHint(glfw.ClientAPI, glfw.NoAPI)
|
|
}
|
|
|
|
glfw.WindowHint(glfw.AutoIconify, glfw.False)
|
|
|
|
decorated := glfw.False
|
|
if u.isInitWindowDecorated() {
|
|
decorated = glfw.True
|
|
}
|
|
glfw.WindowHint(glfw.Decorated, decorated)
|
|
|
|
transparent := glfw.False
|
|
if u.isInitScreenTransparent() {
|
|
transparent = glfw.True
|
|
}
|
|
glfw.WindowHint(glfw.TransparentFramebuffer, transparent)
|
|
u.Graphics().SetTransparent(u.isInitScreenTransparent())
|
|
|
|
resizable := glfw.False
|
|
if u.isInitWindowResizable() {
|
|
resizable = glfw.True
|
|
}
|
|
glfw.WindowHint(glfw.Resizable, resizable)
|
|
|
|
floating := glfw.False
|
|
if u.isInitWindowFloating() {
|
|
floating = glfw.True
|
|
}
|
|
glfw.WindowHint(glfw.Floating, floating)
|
|
|
|
focused := glfw.False
|
|
if u.isInitFocused() {
|
|
focused = glfw.True
|
|
}
|
|
glfw.WindowHint(glfw.FocusOnShow, focused)
|
|
|
|
// Set the window visible explicitly or the application freezes on Wayland (#974).
|
|
if os.Getenv("WAYLAND_DISPLAY") != "" {
|
|
glfw.WindowHint(glfw.Visible, glfw.True)
|
|
}
|
|
|
|
if err := u.createWindow(); err != nil {
|
|
return err
|
|
}
|
|
|
|
u.setSizeCallbackEnabled = true
|
|
|
|
setSize := func() {
|
|
ww, wh := u.getInitWindowSizeInDIP()
|
|
u.setWindowSizeInDIP(ww, wh, u.isFullscreen())
|
|
}
|
|
|
|
// Set the window size and the window position in this order on Linux or other UNIX using X (#1118),
|
|
// but this should be inverted on Windows. This is very tricky, but there is no obvious way to solve
|
|
// this. This doesn't matter on macOS.
|
|
wx, wy := u.getInitWindowPositionInDIP()
|
|
if runtime.GOOS == "windows" {
|
|
u.setWindowPositionInDIP(wx, wy, u.initMonitor)
|
|
setSize()
|
|
} else {
|
|
setSize()
|
|
u.setWindowPositionInDIP(wx, wy, u.initMonitor)
|
|
}
|
|
|
|
u.updateWindowSizeLimits()
|
|
|
|
// Maximizing a window requires a proper size and position. Call Maximize here (#1117).
|
|
if u.isInitWindowMaximized() {
|
|
u.window.Maximize()
|
|
}
|
|
|
|
u.window.SetTitle(u.title)
|
|
u.window.Show()
|
|
|
|
if g, ok := u.Graphics().(interface{ SetWindow(uintptr) }); ok {
|
|
g.SetWindow(u.nativeWindow())
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
func (u *UserInterface) updateSize() (float64, float64) {
|
|
ww, wh := u.windowWidthInDIP, u.windowHeightInDIP
|
|
u.setWindowSizeInDIP(ww, wh, u.isFullscreen())
|
|
|
|
var w, h float64
|
|
if u.isFullscreen() && !u.isNativeFullscreen() {
|
|
// On Linux, the window size is not reliable just after making the window
|
|
// fullscreened. Use the monitor size.
|
|
// On macOS's native fullscreen, the window's size returns a more precise size
|
|
// reflecting the adjustment of the view size (#1745).
|
|
m := u.currentMonitor()
|
|
v := m.GetVideoMode()
|
|
ww, wh := v.Width, v.Height
|
|
w = u.dipFromGLFWMonitorPixel(float64(ww), m)
|
|
h = u.dipFromGLFWMonitorPixel(float64(wh), m)
|
|
} else {
|
|
// Instead of u.windowWidthInDIP and u.windowHeightInDIP, use the actual window size
|
|
// here. On Windows, the specified size at SetSize and the actual window size might
|
|
// not match (#1163).
|
|
ww, wh := u.window.GetSize()
|
|
w = u.dipFromGLFWPixel(float64(ww), u.currentMonitor())
|
|
h = u.dipFromGLFWPixel(float64(wh), u.currentMonitor())
|
|
}
|
|
|
|
return w, h
|
|
}
|
|
|
|
// setFPSMode must be called from the main thread.
|
|
func (u *UserInterface) setFPSMode(fpsMode driver.FPSMode) {
|
|
needUpdate := u.fpsMode != fpsMode || !u.fpsModeInited
|
|
u.fpsMode = fpsMode
|
|
u.fpsModeInited = true
|
|
|
|
if !needUpdate {
|
|
return
|
|
}
|
|
|
|
sticky := glfw.True
|
|
if fpsMode == driver.FPSModeVsyncOffMinimum {
|
|
sticky = glfw.False
|
|
}
|
|
u.window.SetInputMode(glfw.StickyMouseButtonsMode, sticky)
|
|
u.window.SetInputMode(glfw.StickyKeysMode, sticky)
|
|
}
|
|
|
|
// update must be called from the main thread.
|
|
func (u *UserInterface) update() (float64, float64, error) {
|
|
if u.err != nil {
|
|
return 0, 0, u.err
|
|
}
|
|
|
|
if u.window.ShouldClose() {
|
|
return 0, 0, driver.RegularTermination
|
|
}
|
|
|
|
if u.isInitFullscreen() {
|
|
w, h := u.window.GetSize()
|
|
ww := int(u.dipFromGLFWPixel(float64(w), u.currentMonitor()))
|
|
wh := int(u.dipFromGLFWPixel(float64(h), u.currentMonitor()))
|
|
u.setWindowSizeInDIP(ww, wh, true)
|
|
u.setInitFullscreen(false)
|
|
}
|
|
|
|
// Initialize vsync after SetMonitor is called. See the comment in updateVsync.
|
|
// Calling this inside setWindowSize didn't work (#1363).
|
|
if !u.fpsModeInited {
|
|
u.setFPSMode(u.fpsMode)
|
|
}
|
|
|
|
// Call updateVsync even though fpsMode is not updated.
|
|
// The vsync state might be changed in other places (e.g., the SetSizeCallback).
|
|
// Also, when toggling to fullscreen, vsync state might be reset unexpectedly (#1787).
|
|
u.updateVsync()
|
|
|
|
outsideWidth, outsideHeight := u.updateSize()
|
|
|
|
if u.fpsMode != driver.FPSModeVsyncOffMinimum {
|
|
// TODO: Updating the input can be skipped when clock.Update returns 0 (#1367).
|
|
glfw.PollEvents()
|
|
} else {
|
|
glfw.WaitEvents()
|
|
}
|
|
u.input.update(u.window, u.context)
|
|
|
|
for !u.isRunnableOnUnfocused() && u.window.GetAttrib(glfw.Focused) == 0 && !u.window.ShouldClose() {
|
|
if err := hooks.SuspendAudio(); err != nil {
|
|
return 0, 0, err
|
|
}
|
|
// Wait for an arbitrary period to avoid busy loop.
|
|
time.Sleep(time.Second / 60)
|
|
glfw.PollEvents()
|
|
}
|
|
if err := hooks.ResumeAudio(); err != nil {
|
|
return 0, 0, err
|
|
}
|
|
|
|
return outsideWidth, outsideHeight, nil
|
|
}
|
|
|
|
func (u *UserInterface) loop() error {
|
|
defer u.t.Call(glfw.Terminate)
|
|
|
|
for {
|
|
var unfocused bool
|
|
|
|
// On Windows, the focusing state might be always false (#987).
|
|
// On Windows, even if a window is in another workspace, vsync seems to work.
|
|
// Then let's assume the window is always 'focused' as a workaround.
|
|
if runtime.GOOS != "windows" {
|
|
unfocused = u.window.GetAttrib(glfw.Focused) == glfw.False
|
|
}
|
|
|
|
var t1, t2 time.Time
|
|
|
|
if unfocused {
|
|
t1 = time.Now()
|
|
}
|
|
|
|
var outsideWidth, outsideHeight float64
|
|
var err error
|
|
if u.t.Call(func() {
|
|
outsideWidth, outsideHeight, err = u.update()
|
|
}); err != nil {
|
|
return err
|
|
}
|
|
u.context.Layout(outsideWidth, outsideHeight)
|
|
|
|
if err := u.context.UpdateFrame(); err != nil {
|
|
return err
|
|
}
|
|
|
|
// Create icon images in a different goroutine (#1478).
|
|
// In the fullscreen mode, SetIcon fails (#1578).
|
|
if imgs := u.getIconImages(); len(imgs) > 0 && !u.isFullscreen() {
|
|
u.setIconImages(nil)
|
|
|
|
// Convert the icons in the different goroutine, as (*ebiten.Image).At cannot be invoked
|
|
// from this goroutine. At works only in between BeginFrame and EndFrame.
|
|
go func() {
|
|
newImgs := make([]image.Image, len(imgs))
|
|
for i, img := range imgs {
|
|
// TODO: If img is not *ebiten.Image, this converting is not necessary.
|
|
// However, this package cannot refer *ebiten.Image due to the package
|
|
// dependencies.
|
|
|
|
b := img.Bounds()
|
|
rgba := image.NewRGBA(b)
|
|
for j := b.Min.Y; j < b.Max.Y; j++ {
|
|
for i := b.Min.X; i < b.Max.X; i++ {
|
|
rgba.Set(i, j, img.At(i, j))
|
|
}
|
|
}
|
|
newImgs[i] = rgba
|
|
}
|
|
|
|
u.t.Call(func() {
|
|
// In the fullscreen mode, reset the icon images and try again later.
|
|
if u.isFullscreen() {
|
|
u.setIconImages(imgs)
|
|
return
|
|
}
|
|
u.window.SetIcon(newImgs)
|
|
})
|
|
}()
|
|
}
|
|
|
|
// swapBuffers also checks IsGL, so this condition is redundant.
|
|
// However, (*thread).Call is not good for performance due to channels.
|
|
// Let's avoid this whenever possible (#1367).
|
|
if u.Graphics().IsGL() {
|
|
u.t.Call(u.swapBuffers)
|
|
}
|
|
|
|
if unfocused {
|
|
t2 = time.Now()
|
|
}
|
|
|
|
// When a window is not focused, SwapBuffers might return immediately and CPU might be busy.
|
|
// Mitigate this by sleeping (#982).
|
|
if unfocused {
|
|
d := t2.Sub(t1)
|
|
const wait = time.Second / 60
|
|
if d < wait {
|
|
time.Sleep(wait - d)
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// swapBuffers must be called from the main thread.
|
|
func (u *UserInterface) swapBuffers() {
|
|
if u.Graphics().IsGL() {
|
|
u.window.SwapBuffers()
|
|
}
|
|
}
|
|
|
|
// updateWindowSizeLimits must be called from the main thread.
|
|
func (u *UserInterface) updateWindowSizeLimits() {
|
|
m := u.currentMonitor()
|
|
minw, minh, maxw, maxh := u.getWindowSizeLimitsInDIP()
|
|
if minw < 0 {
|
|
minw = glfw.DontCare
|
|
} else {
|
|
minw = int(u.dipToGLFWPixel(float64(minw), m))
|
|
}
|
|
if minh < 0 {
|
|
minh = glfw.DontCare
|
|
} else {
|
|
minh = int(u.dipToGLFWPixel(float64(minh), m))
|
|
}
|
|
if maxw < 0 {
|
|
maxw = glfw.DontCare
|
|
} else {
|
|
maxw = int(u.dipToGLFWPixel(float64(maxw), m))
|
|
}
|
|
if maxh < 0 {
|
|
maxh = glfw.DontCare
|
|
} else {
|
|
maxh = int(u.dipToGLFWPixel(float64(maxh), m))
|
|
}
|
|
u.window.SetSizeLimits(minw, minh, maxw, maxh)
|
|
}
|
|
|
|
// adjustWindowSizeBasedOnSizeLimitsInDIP adjust the size based on the window size limits.
|
|
// width and height are in device-independent pixels.
|
|
func (u *UserInterface) adjustWindowSizeBasedOnSizeLimitsInDIP(width, height int) (int, int) {
|
|
minw, minh, maxw, maxh := u.getWindowSizeLimitsInDIP()
|
|
if minw >= 0 && width < minw {
|
|
width = minw
|
|
}
|
|
if minh >= 0 && height < minh {
|
|
height = minh
|
|
}
|
|
if maxw >= 0 && width > maxw {
|
|
width = maxw
|
|
}
|
|
if maxh >= 0 && height > maxh {
|
|
height = maxh
|
|
}
|
|
return width, height
|
|
}
|
|
|
|
// setWindowSize must be called from the main thread.
|
|
func (u *UserInterface) setWindowSizeInDIP(width, height int, fullscreen bool) {
|
|
width, height = u.adjustWindowSizeBasedOnSizeLimitsInDIP(width, height)
|
|
|
|
u.Graphics().SetFullscreen(fullscreen)
|
|
|
|
scale := u.deviceScaleFactor(u.currentMonitor())
|
|
if u.windowWidthInDIP == width && u.windowHeightInDIP == height && u.isFullscreen() == fullscreen && u.lastDeviceScaleFactor == scale {
|
|
return
|
|
}
|
|
|
|
if width < 1 {
|
|
width = 1
|
|
}
|
|
if height < 1 {
|
|
height = 1
|
|
}
|
|
|
|
u.lastDeviceScaleFactor = scale
|
|
|
|
// To make sure the current existing framebuffers are rendered,
|
|
// swap buffers here before SetSize is called.
|
|
u.swapBuffers()
|
|
|
|
// Disable the callback of SetSize. This callback can be invoked by SetMonitor or SetSize.
|
|
// ForceUpdateFrame is called from the callback.
|
|
// While setWindowSize can be called from UpdateFrame,
|
|
// calling ForceUpdateFrame inside UpdateFrame is illegal (#1505).
|
|
if u.setSizeCallbackEnabled {
|
|
u.setSizeCallbackEnabled = false
|
|
defer func() {
|
|
u.setSizeCallbackEnabled = true
|
|
}()
|
|
}
|
|
|
|
windowRecreated := u.setWindowSizeInDIPImpl(width, height, fullscreen)
|
|
|
|
u.adjustViewSize()
|
|
|
|
// As width might be updated, update windowWidth/Height here.
|
|
u.windowWidthInDIP = width
|
|
u.windowHeightInDIP = height
|
|
|
|
if windowRecreated {
|
|
if g, ok := u.Graphics().(interface{ SetWindow(uintptr) }); ok {
|
|
g.SetWindow(u.nativeWindow())
|
|
}
|
|
}
|
|
}
|
|
|
|
func (u *UserInterface) setWindowSizeInDIPImpl(width, height int, fullscreen bool) bool {
|
|
var windowRecreated bool
|
|
|
|
if fullscreen {
|
|
if x, y := u.origPos(); x == invalidPos || y == invalidPos {
|
|
u.setOrigPos(u.window.GetPos())
|
|
}
|
|
|
|
if u.isNativeFullscreenAvailable() {
|
|
u.setNativeFullscreen(fullscreen)
|
|
} else {
|
|
m := u.currentMonitor()
|
|
v := m.GetVideoMode()
|
|
u.window.SetMonitor(m, 0, 0, v.Width, v.Height, v.RefreshRate)
|
|
|
|
// Swapping buffer is necesary to prevent the image lag (#1004).
|
|
// TODO: This might not work when vsync is disabled.
|
|
if u.Graphics().IsGL() {
|
|
glfw.PollEvents()
|
|
u.swapBuffers()
|
|
}
|
|
}
|
|
} else {
|
|
// 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.
|
|
// 126 is an arbitrary number and I guess this is small enough.
|
|
minWindowWidth := 126
|
|
if u.window.GetAttrib(glfw.Decorated) == glfw.False {
|
|
minWindowWidth = 1
|
|
}
|
|
if width < minWindowWidth {
|
|
width = minWindowWidth
|
|
}
|
|
|
|
if u.isNativeFullscreenAvailable() && u.isNativeFullscreen() {
|
|
u.setNativeFullscreen(false)
|
|
} else if !u.isNativeFullscreenAvailable() && u.window.GetMonitor() != nil {
|
|
if u.Graphics().IsGL() {
|
|
// When OpenGL is used, swapping buffer is enough to solve the image-lag
|
|
// issue (#1004). Rather, recreating window destroys GPU resources.
|
|
// TODO: This might not work when vsync is disabled.
|
|
ww := int(u.dipToGLFWPixel(float64(width), u.currentMonitor()))
|
|
wh := int(u.dipToGLFWPixel(float64(height), u.currentMonitor()))
|
|
u.window.SetMonitor(nil, 0, 0, ww, wh, 0)
|
|
glfw.PollEvents()
|
|
u.swapBuffers()
|
|
} else {
|
|
// Recreate the window since an image lag remains after coming back from
|
|
// fullscreen (#1004).
|
|
if u.window != nil {
|
|
u.window.Destroy()
|
|
u.window = nil
|
|
}
|
|
if err := u.createWindow(); err != nil {
|
|
// TODO: This should return an error.
|
|
panic(fmt.Sprintf("glfw: failed to recreate window: %v", err))
|
|
}
|
|
// Reset the size limits explicitly.
|
|
u.updateWindowSizeLimits()
|
|
u.window.Show()
|
|
windowRecreated = true
|
|
}
|
|
}
|
|
|
|
if x, y := u.origPos(); x != invalidPos && y != invalidPos {
|
|
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.setOrigPos(invalidPos, invalidPos)
|
|
}
|
|
|
|
// Set the window size after the position. The order matters.
|
|
// In the opposite order, the window size might not be correct when going back from fullscreen with multi monitors.
|
|
oldW, oldH := u.window.GetSize()
|
|
newW := int(u.dipToGLFWPixel(float64(width), u.currentMonitor()))
|
|
newH := int(u.dipToGLFWPixel(float64(height), u.currentMonitor()))
|
|
if oldW != newW || oldH != newH {
|
|
// Just after SetSize, GetSize is not reliable especially on Linux/UNIX.
|
|
// Let's wait for FramebufferSize callback in any cases.
|
|
u.waitForFramebufferSizeCallback(u.window, func() {
|
|
u.window.SetSize(newW, newH)
|
|
})
|
|
}
|
|
|
|
// Window title might be lost on macOS after coming back from fullscreen.
|
|
u.window.SetTitle(u.title)
|
|
}
|
|
|
|
return windowRecreated
|
|
}
|
|
|
|
// updateVsync must be called on the main thread.
|
|
func (u *UserInterface) updateVsync() {
|
|
if u.Graphics().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.fpsMode == driver.FPSModeVsyncOn {
|
|
glfw.SwapInterval(1)
|
|
} else {
|
|
glfw.SwapInterval(0)
|
|
}
|
|
}
|
|
u.Graphics().SetVsyncEnabled(u.fpsMode == driver.FPSModeVsyncOn)
|
|
}
|
|
|
|
// initialMonitor returns the initial monitor to show the window.
|
|
//
|
|
// The given window is just a hint and might not be used to determine the initial monitor.
|
|
//
|
|
// initialMonitor must be called on the main thread.
|
|
func initialMonitor(window *glfw.Window) *glfw.Monitor {
|
|
if m := initialMonitorByOS(); m != nil {
|
|
return m
|
|
}
|
|
return currentMonitorImpl(window)
|
|
}
|
|
|
|
// currentMonitor returns the current active monitor.
|
|
//
|
|
// currentMonitor must be called on the main thread.
|
|
func (u *UserInterface) currentMonitor() *glfw.Monitor {
|
|
if !u.isRunning() {
|
|
return u.initMonitor
|
|
}
|
|
return currentMonitorImpl(u.window)
|
|
}
|
|
|
|
// currentMonitorImpl returns the current active monitor.
|
|
//
|
|
// The given window might or might not be used to detect the monitor.
|
|
//
|
|
// currentMonitorImpl must be called on the main thread.
|
|
func currentMonitorImpl(window *glfw.Window) *glfw.Monitor {
|
|
// GetMonitor is available only in fullscreen.
|
|
if m := window.GetMonitor(); m != nil {
|
|
return m
|
|
}
|
|
|
|
// Getting a monitor from a window position is not reliable in general (e.g., when a window is put across
|
|
// multiple monitors, or, before SetWindowPosition is called.).
|
|
// Get the monitor which the current window belongs to. This requires OS API.
|
|
if m := currentMonitorByOS(window); m != nil {
|
|
return m
|
|
}
|
|
|
|
// As the fallback, detect the monitor from the window.
|
|
if m := getMonitorFromPosition(window.GetPos()); m != nil {
|
|
return m.m
|
|
}
|
|
return glfw.GetPrimaryMonitor()
|
|
}
|
|
|
|
func (u *UserInterface) SetScreenTransparent(transparent bool) {
|
|
if !u.isRunning() {
|
|
u.setInitScreenTransparent(transparent)
|
|
return
|
|
}
|
|
panic("glfw: SetScreenTransparent can't be called after the main loop starts")
|
|
}
|
|
|
|
func (u *UserInterface) IsScreenTransparent() bool {
|
|
if !u.isRunning() {
|
|
return u.isInitScreenTransparent()
|
|
}
|
|
val := false
|
|
u.t.Call(func() {
|
|
val = u.window.GetAttrib(glfw.TransparentFramebuffer) == glfw.True
|
|
})
|
|
return val
|
|
}
|
|
|
|
func (u *UserInterface) ResetForFrame() {
|
|
// The offscreens must be updated every frame (#490).
|
|
var w, h float64
|
|
u.t.Call(func() {
|
|
w, h = u.updateSize()
|
|
})
|
|
u.context.Layout(w, h)
|
|
u.input.resetForFrame()
|
|
|
|
u.m.Lock()
|
|
u.windowBeingClosed = false
|
|
u.m.Unlock()
|
|
}
|
|
|
|
func (u *UserInterface) SetInitFocused(focused bool) {
|
|
if u.isRunning() {
|
|
panic("ui: SetInitFocused must be called before the main loop")
|
|
}
|
|
u.setInitFocused(focused)
|
|
}
|
|
|
|
func (u *UserInterface) Input() driver.Input {
|
|
return &u.input
|
|
}
|
|
|
|
func (u *UserInterface) Window() driver.Window {
|
|
return &u.iwindow
|
|
}
|
|
|
|
// GLFW's functions to manipulate a window can invoke the SetSize callback (#1576, #1585, #1606).
|
|
// As the callback must not be called in the frame (between BeginFrame and EndFrame),
|
|
// disable the callback temporarily.
|
|
|
|
// maximizeWindow must be called from the main thread.
|
|
func (u *UserInterface) maximizeWindow() {
|
|
if u.isNativeFullscreen() {
|
|
return
|
|
}
|
|
|
|
if u.setSizeCallbackEnabled {
|
|
u.setSizeCallbackEnabled = false
|
|
defer func() {
|
|
u.setSizeCallbackEnabled = true
|
|
}()
|
|
}
|
|
u.window.Maximize()
|
|
|
|
if !u.isFullscreen() {
|
|
// On Linux/UNIX, maximizing might not finish even though Maximize returns. Just wait for its finish.
|
|
// Do not check this in the fullscreen since apparently the condition can never be true.
|
|
for u.window.GetAttrib(glfw.Maximized) != glfw.True {
|
|
glfw.PollEvents()
|
|
}
|
|
|
|
// Call setWindowSize explicitly in order to update the rendering since the callback is disabled now.
|
|
// Do not call setWindowSize in the fullscreen mode since setWindowSize requires the window size
|
|
// before the fullscreen, while window.GetSize() returns the desktop screen size in the fullscreen mode.
|
|
w, h := u.window.GetSize()
|
|
ww := int(u.dipFromGLFWPixel(float64(w), u.currentMonitor()))
|
|
wh := int(u.dipFromGLFWPixel(float64(h), u.currentMonitor()))
|
|
u.setWindowSizeInDIP(ww, wh, u.isFullscreen())
|
|
}
|
|
}
|
|
|
|
// iconifyWindow must be called from the main thread.
|
|
func (u *UserInterface) iconifyWindow() {
|
|
if u.isNativeFullscreen() {
|
|
return
|
|
}
|
|
|
|
if u.setSizeCallbackEnabled {
|
|
u.setSizeCallbackEnabled = false
|
|
defer func() {
|
|
u.setSizeCallbackEnabled = true
|
|
}()
|
|
}
|
|
u.window.Iconify()
|
|
|
|
// On Linux/UNIX, iconifying might not finish even though Iconify returns. Just wait for its finish.
|
|
for u.window.GetAttrib(glfw.Iconified) != glfw.True {
|
|
glfw.PollEvents()
|
|
}
|
|
|
|
// After iconifiying, the window is invisible and setWindowSize doesn't have to be called.
|
|
// Rather, the window size might be (0, 0) and it might be impossible to call setWindowSize (#1585).
|
|
}
|
|
|
|
// restoreWindow must be called from the main thread.
|
|
func (u *UserInterface) restoreWindow() {
|
|
if u.setSizeCallbackEnabled {
|
|
u.setSizeCallbackEnabled = false
|
|
defer func() {
|
|
u.setSizeCallbackEnabled = true
|
|
}()
|
|
}
|
|
|
|
u.window.Restore()
|
|
|
|
// On Linux/UNIX, restoring might not finish even though Restore returns (#1608). Just wait for its finish.
|
|
// On macOS, the restoring state might be the same as the maximized state. Skip this.
|
|
if runtime.GOOS != "darwin" {
|
|
for u.window.GetAttrib(glfw.Maximized) == glfw.True || u.window.GetAttrib(glfw.Iconified) == glfw.True {
|
|
glfw.PollEvents()
|
|
}
|
|
}
|
|
|
|
// Call setWindowSize explicitly in order to update the rendering since the callback is disabled now.
|
|
// Do not call setWindowSize in the fullscreen mode since setWindowSize requires the window size
|
|
// before the fullscreen, while window.GetSize() returns the desktop screen size in the fullscreen mode.
|
|
if !u.isFullscreen() {
|
|
w, h := u.window.GetSize()
|
|
ww := int(u.dipFromGLFWPixel(float64(w), u.currentMonitor()))
|
|
wh := int(u.dipFromGLFWPixel(float64(h), u.currentMonitor()))
|
|
u.setWindowSizeInDIP(ww, wh, u.isFullscreen())
|
|
}
|
|
}
|
|
|
|
// setWindowDecorated must be called from the main thread.
|
|
func (u *UserInterface) setWindowDecorated(decorated bool) {
|
|
if u.setSizeCallbackEnabled {
|
|
u.setSizeCallbackEnabled = false
|
|
defer func() {
|
|
u.setSizeCallbackEnabled = true
|
|
}()
|
|
}
|
|
v := glfw.False
|
|
if decorated {
|
|
v = glfw.True
|
|
}
|
|
u.window.SetAttrib(glfw.Decorated, v)
|
|
|
|
// The title can be lost when the decoration is gone. Recover this.
|
|
if decorated {
|
|
u.window.SetTitle(u.title)
|
|
}
|
|
}
|
|
|
|
// setWindowFloating must be called from the main thread.
|
|
func (u *UserInterface) setWindowFloating(floating bool) {
|
|
if u.setSizeCallbackEnabled {
|
|
u.setSizeCallbackEnabled = false
|
|
defer func() {
|
|
u.setSizeCallbackEnabled = true
|
|
}()
|
|
}
|
|
v := glfw.False
|
|
if floating {
|
|
v = glfw.True
|
|
}
|
|
u.window.SetAttrib(glfw.Floating, v)
|
|
}
|
|
|
|
// setWindowResizable must be called from the main thread.
|
|
func (u *UserInterface) setWindowResizable(resizable bool) {
|
|
if u.setSizeCallbackEnabled {
|
|
u.setSizeCallbackEnabled = false
|
|
defer func() {
|
|
u.setSizeCallbackEnabled = true
|
|
}()
|
|
}
|
|
|
|
v := glfw.False
|
|
if resizable {
|
|
v = glfw.True
|
|
}
|
|
u.window.SetAttrib(glfw.Resizable, v)
|
|
}
|
|
|
|
// setWindowPositionInDIP sets the window position.
|
|
//
|
|
// x and y are the position in device-independent pixels.
|
|
//
|
|
// setWindowPositionInDIP must be called from the main thread.
|
|
func (u *UserInterface) setWindowPositionInDIP(x, y int, monitor *glfw.Monitor) {
|
|
if u.setSizeCallbackEnabled {
|
|
u.setSizeCallbackEnabled = false
|
|
defer func() {
|
|
u.setSizeCallbackEnabled = true
|
|
}()
|
|
}
|
|
|
|
mx, my := monitor.GetPos()
|
|
xf := u.dipToGLFWPixel(float64(x), monitor)
|
|
yf := u.dipToGLFWPixel(float64(y), monitor)
|
|
if x, y := u.adjustWindowPosition(mx+int(xf), my+int(yf)); u.isFullscreen() {
|
|
u.setOrigPos(x, y)
|
|
} else {
|
|
u.window.SetPos(x, y)
|
|
}
|
|
|
|
// Call setWindowSize explicitly in order to update the rendering since the callback is disabled now.
|
|
//
|
|
// There are cases when setWindowSize should be called (#1606) and should not be called (#1609).
|
|
// For the former, macOS seems enough so far.
|
|
//
|
|
// Do not call setWindowSize in the fullscreen mode since setWindowSize requires the window size
|
|
// before the fullscreen, while window.GetSize() returns the desktop screen size in the fullscreen mode.
|
|
if !u.isFullscreen() && runtime.GOOS == "darwin" {
|
|
w, h := u.window.GetSize()
|
|
ww := int(u.dipFromGLFWPixel(float64(w), u.currentMonitor()))
|
|
wh := int(u.dipFromGLFWPixel(float64(h), u.currentMonitor()))
|
|
u.setWindowSizeInDIP(ww, wh, u.isFullscreen())
|
|
}
|
|
}
|
|
|
|
// setWindowTitle must be called from the main thread.
|
|
func (u *UserInterface) setWindowTitle(title string) {
|
|
if u.setSizeCallbackEnabled {
|
|
u.setSizeCallbackEnabled = false
|
|
defer func() {
|
|
u.setSizeCallbackEnabled = true
|
|
}()
|
|
}
|
|
|
|
u.window.SetTitle(title)
|
|
}
|
|
|
|
func (u *UserInterface) origPos() (int, int) {
|
|
// On macOS, the window can be fullscreened without calling an Ebiten function.
|
|
// Then, an original position might not be available by u.window.GetPos().
|
|
// Do not rely on the window position.
|
|
if u.isNativeFullscreenAvailable() {
|
|
return invalidPos, invalidPos
|
|
}
|
|
return u.origPosX, u.origPosY
|
|
}
|
|
|
|
func (u *UserInterface) setOrigPos(x, y int) {
|
|
// TODO: The original position should be updated at a 'PosCallback'.
|
|
|
|
// On macOS, the window can be fullscreened without calling an Ebiten function.
|
|
// Then, an original position might not be available by u.window.GetPos().
|
|
// Do not rely on the window position.
|
|
if u.isNativeFullscreenAvailable() {
|
|
return
|
|
}
|
|
u.origPosX = x
|
|
u.origPosY = y
|
|
}
|
|
|
|
func (u *UserInterface) Vibrate(duration time.Duration, magnitude float64) {
|
|
// Do nothing.
|
|
}
|