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https://github.com/hajimehoshi/ebiten.git
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ef5f8a9018
Updates #1745
207 lines
6.6 KiB
Go
207 lines
6.6 KiB
Go
// Copyright 2016 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 !ios
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// +build !ios
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package glfw
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// #cgo CFLAGS: -x objective-c
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// #cgo LDFLAGS: -framework AppKit
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//
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// #import <AppKit/AppKit.h>
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//
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// static void currentMonitorPos(uintptr_t windowPtr, int* x, int* y) {
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// @autoreleasepool {
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// NSScreen* screen = [NSScreen mainScreen];
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// if (windowPtr) {
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// NSWindow* window = (NSWindow*)windowPtr;
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// if ([window isVisible]) {
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// // When the window is visible, the window is already initialized.
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// // [NSScreen mainScreen] sometimes tells a lie when the window is put across monitors (#703).
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// screen = [window screen];
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// }
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// }
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// NSDictionary* screenDictionary = [screen deviceDescription];
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// NSNumber* screenID = [screenDictionary objectForKey:@"NSScreenNumber"];
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// CGDirectDisplayID aID = [screenID unsignedIntValue];
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// const CGRect bounds = CGDisplayBounds(aID);
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// *x = bounds.origin.x;
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// *y = bounds.origin.y;
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// }
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// }
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//
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// static bool isNativeFullscreen(uintptr_t windowPtr) {
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// if (!windowPtr) {
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// return false;
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// }
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// NSWindow* window = (NSWindow*)windowPtr;
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// return (window.styleMask & NSWindowStyleMaskFullScreen) != 0;
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// }
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//
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// static void setNativeFullscreen(uintptr_t windowPtr, bool fullscreen) {
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// NSWindow* window = (NSWindow*)windowPtr;
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// if (((window.styleMask & NSWindowStyleMaskFullScreen) != 0) == fullscreen) {
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// return;
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// }
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// bool origResizable = window.styleMask & NSWindowStyleMaskResizable;
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// if (!origResizable) {
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// window.styleMask |= NSWindowStyleMaskResizable;
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// }
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// [window toggleFullScreen:nil];
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// if (!origResizable) {
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// window.styleMask &= ~NSWindowStyleMaskResizable;
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// }
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// }
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//
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// static void adjustViewSize(uintptr_t windowPtr) {
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// NSWindow* window = (NSWindow*)windowPtr;
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// if ((window.styleMask & NSWindowStyleMaskFullScreen) == 0) {
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// return;
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// }
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//
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// // Apparently, adjusting the view size is not needed as of macOS 12 (#1745).
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// static int majorVersion = 0;
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// if (majorVersion == 0) {
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// majorVersion = [[NSProcessInfo processInfo] operatingSystemVersion].majorVersion;
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// }
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// if (majorVersion >= 12) {
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// return;
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// }
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//
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// // Reduce the view height (#1745).
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// // https://stackoverflow.com/questions/27758027/sprite-kit-serious-fps-issue-in-full-screen-mode-on-os-x
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// CGSize windowSize = [window frame].size;
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// NSView* view = [window contentView];
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// CGSize viewSize = [view frame].size;
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// if (windowSize.width != viewSize.width || windowSize.height != viewSize.height) {
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// return;
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// }
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// viewSize.width--;
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// [view setFrameSize:viewSize];
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//
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// // NSColor.blackColor (0, 0, 0, 1) didn't work.
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// // Use the transparent color instead.
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// [window setBackgroundColor: [NSColor colorWithSRGBRed:0 green:0 blue:0 alpha:0]];
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// }
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//
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// static void setNativeCursor(int cursorID) {
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// id cursor = [[NSCursor class] performSelector:@selector(arrowCursor)];
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// switch (cursorID) {
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// case 0:
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// cursor = [[NSCursor class] performSelector:@selector(arrowCursor)];
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// break;
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// case 1:
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// cursor = [[NSCursor class] performSelector:@selector(IBeamCursor)];
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// break;
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// case 2:
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// cursor = [[NSCursor class] performSelector:@selector(crosshairCursor)];
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// break;
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// case 3:
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// cursor = [[NSCursor class] performSelector:@selector(pointingHandCursor)];
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// break;
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// case 4:
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// cursor = [[NSCursor class] performSelector:@selector(_windowResizeEastWestCursor)];
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// break;
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// case 5:
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// cursor = [[NSCursor class] performSelector:@selector(_windowResizeNorthSouthCursor)];
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// break;
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// }
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// [cursor push];
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// }
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import "C"
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import (
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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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)
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// clearVideoModeScaleCache must be called from the main thread.
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func clearVideoModeScaleCache() {}
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// dipFromGLFWMonitorPixel must be called from the main thread.
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func (u *UserInterface) dipFromGLFWMonitorPixel(x float64, monitor *glfw.Monitor) float64 {
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return x
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}
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// dipFromGLFWPixel must be called from the main thread.
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func (u *UserInterface) dipFromGLFWPixel(x float64, monitor *glfw.Monitor) float64 {
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// NOTE: On macOS, GLFW exposes the device independent coordinate system.
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// Thus, the conversion functions are unnecessary,
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// however we still need the deviceScaleFactor internally
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// so we can create and maintain a HiDPI frame buffer.
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return x
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}
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// dipToGLFWPixel must be called from the main thread.
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func (u *UserInterface) dipToGLFWPixel(x float64, monitor *glfw.Monitor) float64 {
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return x
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}
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func (u *UserInterface) adjustWindowPosition(x, y int) (int, int) {
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return x, y
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}
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func initialMonitorByOS() *glfw.Monitor {
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return nil
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}
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func currentMonitorByOS(w *glfw.Window) *glfw.Monitor {
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x := C.int(0)
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y := C.int(0)
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// Note: [NSApp mainWindow] is nil when it doesn't have its border. Use w here.
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win := w.GetCocoaWindow()
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C.currentMonitorPos(C.uintptr_t(win), &x, &y)
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for _, m := range ensureMonitors() {
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if int(x) == m.x && int(y) == m.y {
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return m.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) nativeWindow() uintptr {
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return u.window.GetCocoaWindow()
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}
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func (u *UserInterface) isNativeFullscreen() bool {
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return bool(C.isNativeFullscreen(C.uintptr_t(u.window.GetCocoaWindow())))
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}
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func (u *UserInterface) setNativeCursor(shape driver.CursorShape) {
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C.setNativeCursor(C.int(shape))
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}
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func (u *UserInterface) isNativeFullscreenAvailable() bool {
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// TODO: If the window is transparent, we should use GLFW's windowed fullscreen (#1822, #1857).
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// However, if the user clicks the green button, should this window be in native fullscreen mode?
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return true
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}
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func (u *UserInterface) setNativeFullscreen(fullscreen bool) {
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// Toggling fullscreen might ignore events like keyUp. Ensure that events are fired.
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glfw.WaitEventsTimeout(0.1)
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C.setNativeFullscreen(C.uintptr_t(u.window.GetCocoaWindow()), C.bool(fullscreen))
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}
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func (u *UserInterface) adjustViewSize() {
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if u.Graphics().IsGL() {
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return
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}
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C.adjustViewSize(C.uintptr_t(u.window.GetCocoaWindow()))
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}
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func initializeWindowAfterCreation(w *glfw.Window) {
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}
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