ebiten/monitor.go
Hajime Hoshi f4029aaa77 ebiten: add (*Monitor).Size() to replace ScreenSizeInFullscreen()
Also, this change fixes redundant checks the case when a monitor
does not exist. Now Ebitengine checks a monitor existence at the
initialization.

Closes #2145
Closes #2795
2024-03-23 23:32:43 +09:00

78 lines
3.0 KiB
Go

// Copyright 2023 The Ebitengine 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 (
"github.com/hajimehoshi/ebiten/v2/internal/ui"
)
// MonitorType represents a monitor available to the system.
type MonitorType ui.Monitor
// Name returns the monitor's name. On Linux, this reports the monitors in xrandr format.
// On Windows, this reports "Generic PnP Monitor" for all monitors.
func (m *MonitorType) Name() string {
return (*ui.Monitor)(m).Name()
}
// DeviceScaleFactor returns the device scale factor of the monitor.
//
// DeviceScaleFactor returns a meaningful value on high-DPI display environment,
// otherwise DeviceScaleFactor returns 1.
//
// DeviceScaleFactor might panic on init function on some devices like Android.
// Then, it is not recommended to call DeviceScaleFactor from init functions.
func (m *MonitorType) DeviceScaleFactor() float64 {
return (*ui.Monitor)(m).DeviceScaleFactor()
}
// Size returns the size of the monitor in device-independent pixels.
// This is the same as the screen size in fullscreen mode.
// The returned value can be given to SetSize function if the perfectly fit fullscreen is needed.
//
// On mobiles, Size returns (0, 0) so far.
//
// Size's use cases are limited. If you are making a fullscreen application, you can use RunGame and
// the Game interface's Layout function instead. If you are making a not-fullscreen application but the application's
// behavior depends on the monitor size, Size is useful.
func (m *MonitorType) Size() (int, int) {
return (*ui.Monitor)(m).Size()
}
// Monitor returns the current monitor.
func Monitor() *MonitorType {
m := ui.Get().Monitor()
if m == nil {
return nil
}
return (*MonitorType)(m)
}
// SetMonitor sets the monitor that the window should be on. This can be called before or after Run.
func SetMonitor(monitor *MonitorType) {
ui.Get().Window().SetMonitor((*ui.Monitor)(monitor))
}
// AppendMonitors returns the monitors reported by the system.
// On desktop platforms, there will always be at least one monitor appended and the first monitor in the slice will be the primary monitor.
// Any monitors added or removed will show up with subsequent calls to this function.
func AppendMonitors(monitors []*MonitorType) []*MonitorType {
// TODO: This is not an efficient operation. It would be best if we could directly pass monitors directly into `ui.AppendMonitors`.
for _, m := range ui.Get().AppendMonitors(nil) {
monitors = append(monitors, (*MonitorType)(m))
}
return monitors
}