mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 13:07:26 +01:00
300 lines
6.4 KiB
Go
300 lines
6.4 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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// +build !js
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package ui
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import (
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"errors"
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"runtime"
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"time"
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"github.com/go-gl/glfw/v3.1/glfw"
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"github.com/hajimehoshi/ebiten/internal/graphics"
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"github.com/hajimehoshi/ebiten/internal/graphics/opengl"
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)
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func Now() int64 {
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return time.Now().UnixNano()
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}
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type UserInterface struct {
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window *glfw.Window
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width int
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height int
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scale int
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deviceScale float64
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framebufferScale int
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context *opengl.Context
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funcs chan func()
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}
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var currentUI *UserInterface
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func CurrentUI() *UserInterface {
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return currentUI
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}
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func Init() (*opengl.Context, error) {
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runtime.LockOSThread()
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if err := glfw.Init(); err != nil {
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return nil, err
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}
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glfw.WindowHint(glfw.Visible, glfw.False)
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glfw.WindowHint(glfw.Resizable, glfw.False)
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glfw.WindowHint(glfw.ContextVersionMajor, 2)
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glfw.WindowHint(glfw.ContextVersionMinor, 1)
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// As start, create an window with temporary size to create OpenGL context thread.
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window, err := glfw.CreateWindow(16, 16, "", nil, nil)
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if err != nil {
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return nil, err
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}
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u := &UserInterface{
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window: window,
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funcs: make(chan func()),
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}
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ch := make(chan error)
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go func() {
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runtime.LockOSThread()
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u.window.MakeContextCurrent()
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glfw.SwapInterval(1)
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var err error
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u.context, err = opengl.NewContext()
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if err != nil {
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ch <- err
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}
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close(ch)
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u.context.Loop()
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}()
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currentUI = u
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if err := <-ch; err != nil {
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return nil, err
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}
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if err := u.context.Init(); err != nil {
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return nil, err
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}
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if err := graphics.Initialize(u.context); err != nil {
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return nil, err
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}
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return u.context, nil
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}
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func Main() error {
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return CurrentUI().main()
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}
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func (u *UserInterface) main() error {
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// TODO: Check this is done on the main thread.
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for f := range u.funcs {
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f()
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}
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return nil
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}
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func (u *UserInterface) runOnMainThread(f func()) {
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if u.funcs == nil {
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// already closed
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return
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}
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ch := make(chan struct{})
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u.funcs <- func() {
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f()
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close(ch)
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}
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<-ch
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}
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func (u *UserInterface) SetScreenSize(width, height int) bool {
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r := false
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u.runOnMainThread(func() {
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r = u.setScreenSize(width, height, u.scale)
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})
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return r
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}
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func (u *UserInterface) SetScreenScale(scale int) bool {
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r := false
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u.runOnMainThread(func() {
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r = u.setScreenSize(u.width, u.height, scale)
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})
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return r
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}
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func (u *UserInterface) ScreenScale() int {
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s := 0
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u.runOnMainThread(func() {
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s = u.scale
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})
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return s
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}
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func (u *UserInterface) ActualScreenScale() int {
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s := 0
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u.runOnMainThread(func() {
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s = u.actualScreenScale()
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})
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return s
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}
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func (u *UserInterface) Start(width, height, scale int, title string) error {
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var err error
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u.runOnMainThread(func() {
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m := glfw.GetPrimaryMonitor()
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v := m.GetVideoMode()
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mw, _ := m.GetPhysicalSize()
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u.deviceScale = 1
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u.framebufferScale = 1
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// mw can be 0 on some environment like Linux VM
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if 0 < mw {
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dpi := float64(v.Width) * 25.4 / float64(mw)
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u.deviceScale = dpi / 96
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if u.deviceScale < 1 {
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u.deviceScale = 1
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}
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}
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if !u.setScreenSize(width, height, scale) {
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err = errors.New("ui: Fail to set the screen size")
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return
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}
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u.window.SetTitle(title)
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u.window.Show()
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x := (v.Width - width*u.windowScale()) / 2
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y := (v.Height - height*u.windowScale()) / 3
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u.window.SetPos(x, y)
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})
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return err
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}
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func (u *UserInterface) windowScale() int {
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return u.scale * int(u.deviceScale)
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}
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func (u *UserInterface) actualScreenScale() int {
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return u.windowScale() * u.framebufferScale
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}
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func (u *UserInterface) pollEvents() error {
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glfw.PollEvents()
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return currentInput.update(u.window, u.windowScale())
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}
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func (u *UserInterface) Update() (interface{}, error) {
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shouldClose := false
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u.runOnMainThread(func() {
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shouldClose = u.window.ShouldClose()
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})
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if shouldClose {
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return CloseEvent{}, nil
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}
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var ferr error
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u.runOnMainThread(func() {
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if err := u.pollEvents(); err != nil {
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ferr = err
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return
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}
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for u.window.GetAttrib(glfw.Focused) == 0 {
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// Wait for an arbitrary period to avoid busy loop.
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time.Sleep(time.Second / 60)
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if err := u.pollEvents(); err != nil {
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ferr = err
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return
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}
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if u.window.ShouldClose() {
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return
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}
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}
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})
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if ferr != nil {
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return nil, ferr
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}
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return RenderEvent{}, nil
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}
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func (u *UserInterface) Terminate() {
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u.runOnMainThread(func() {
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glfw.Terminate()
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})
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close(u.funcs)
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u.funcs = nil
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}
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func (u *UserInterface) SwapBuffers() {
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u.runOnMainThread(func() {
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u.swapBuffers()
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})
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}
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func (u *UserInterface) swapBuffers() {
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// The bound framebuffer must be the default one (0) before swapping buffers.
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u.context.BindZeroFramebuffer()
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u.context.RunOnContextThread(func() error {
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u.window.SwapBuffers()
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return nil
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})
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}
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func (u *UserInterface) setScreenSize(width, height, scale int) bool {
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if u.width == width && u.height == height && u.scale == scale {
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return false
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}
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// u.scale should be set first since this affects windowScale().
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origScale := u.scale
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u.scale = scale
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// On Windows, giving a too small width doesn't call a callback (#165).
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// To prevent hanging up, return asap if the width is too small.
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// 252 is an arbitrary number and I guess this is small enough.
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const minWindowWidth = 252
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if width*u.actualScreenScale() < minWindowWidth {
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u.scale = origScale
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return false
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}
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u.width = width
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u.height = height
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// To make sure the current existing framebuffers are rendered,
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// swap buffers here before SetSize is called.
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u.swapBuffers()
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ch := make(chan struct{})
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window := u.window
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window.SetFramebufferSizeCallback(func(_ *glfw.Window, width, height int) {
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window.SetFramebufferSizeCallback(nil)
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close(ch)
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})
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window.SetSize(width*u.windowScale(), height*u.windowScale())
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event:
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for {
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glfw.PollEvents()
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select {
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case <-ch:
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break event
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default:
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}
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}
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// This is usually 1, but sometimes more than 1 (e.g. Retina Mac)
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fw, _ := window.GetFramebufferSize()
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u.framebufferScale = fw / width / u.windowScale()
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return true
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}
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