mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-26 11:48:55 +01:00
2183 lines
50 KiB
Go
2183 lines
50 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 && !ios && !js && !nintendosdk && !playstation5
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package ui
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import (
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"errors"
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"fmt"
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"image"
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"math"
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"os"
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"runtime"
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"sync"
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"time"
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"github.com/hajimehoshi/ebiten/v2/internal/file"
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"github.com/hajimehoshi/ebiten/v2/internal/gamepad"
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"github.com/hajimehoshi/ebiten/v2/internal/glfw"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/hook"
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"github.com/hajimehoshi/ebiten/v2/internal/microsoftgdk"
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)
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func driverCursorModeToGLFWCursorMode(mode CursorMode) int {
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switch mode {
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case CursorModeVisible:
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return glfw.CursorNormal
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case CursorModeHidden:
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return glfw.CursorHidden
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case CursorModeCaptured:
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return glfw.CursorDisabled
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default:
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panic(fmt.Sprintf("ui: invalid CursorMode: %d", mode))
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}
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}
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type userInterfaceImpl struct {
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graphicsDriver graphicsdriver.Graphics
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context *context
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title string
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window *glfw.Window
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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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runnableOnUnfocused bool
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fpsMode FPSModeType
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iconImages []image.Image
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cursorShape CursorShape
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windowClosingHandled bool
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windowResizingMode WindowResizingMode
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lastDeviceScaleFactor float64
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initMonitor *Monitor
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initFullscreen bool
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initCursorMode CursorMode
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initWindowDecorated 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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initWindowMousePassthrough bool
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// bufferOnceSwapped must be accessed from the main thread.
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bufferOnceSwapped bool
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origWindowPosX int
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origWindowPosY int
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origWindowWidthInDIP int
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origWindowHeightInDIP int
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fpsModeInited bool
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inputState InputState
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iwindow glfwWindow
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savedCursorX float64
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savedCursorY float64
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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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defaultFramebufferSizeCallback glfw.FramebufferSizeCallback
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dropCallback glfw.DropCallback
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framebufferSizeCallbackCh chan struct{}
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darwinInitOnce sync.Once
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bufferOnceSwappedOnce sync.Once
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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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func init() {
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// Lock the main thread.
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runtime.LockOSThread()
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}
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func (u *UserInterface) init() error {
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u.userInterfaceImpl = userInterfaceImpl{
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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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initCursorMode: 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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origWindowPosX: invalidPos,
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origWindowPosY: invalidPos,
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savedCursorX: math.NaN(),
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savedCursorY: math.NaN(),
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}
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u.iwindow.ui = u
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if err := u.initializePlatform(); err != nil {
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return err
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}
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if err := u.initializeGLFW(); err != nil {
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return err
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}
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if _, err := glfw.SetMonitorCallback(func(monitor *glfw.Monitor, event glfw.PeripheralEvent) {
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if err := theMonitors.update(); err != nil {
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u.setError(err)
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}
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}); err != nil {
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return err
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}
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return nil
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}
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var glfwSystemCursors = map[CursorShape]*glfw.Cursor{}
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func (u *UserInterface) initializeGLFW() 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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// Update the monitor first. The monitor state is depended on various functions like initialMonitorByOS.
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if err := theMonitors.update(); err != nil {
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return err
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}
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m, err := initialMonitorByOS()
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if err != nil {
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return err
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}
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if m == nil {
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m = theMonitors.primaryMonitor()
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}
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// GetPrimaryMonitor might return nil in theory (#1887).
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if m == nil {
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return errors.New("ui: no monitor was found at initialize")
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}
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u.setInitMonitor(m)
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// Create system cursors. These cursors are destroyed at glfw.Terminate().
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glfwSystemCursors[CursorShapeDefault] = nil
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c, err := glfw.CreateStandardCursor(glfw.IBeamCursor)
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if err != nil {
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return err
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}
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glfwSystemCursors[CursorShapeText] = c
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c, err = glfw.CreateStandardCursor(glfw.CrosshairCursor)
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if err != nil {
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return err
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}
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glfwSystemCursors[CursorShapeCrosshair] = c
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c, err = glfw.CreateStandardCursor(glfw.HandCursor)
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if err != nil {
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return err
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}
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glfwSystemCursors[CursorShapePointer] = c
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c, err = glfw.CreateStandardCursor(glfw.HResizeCursor)
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if err != nil {
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return err
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}
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glfwSystemCursors[CursorShapeEWResize] = c
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c, err = glfw.CreateStandardCursor(glfw.VResizeCursor)
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if err != nil {
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return err
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}
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glfwSystemCursors[CursorShapeNSResize] = c
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c, err = glfw.CreateStandardCursor(glfw.ResizeNESWCursor)
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if err != nil {
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return err
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}
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glfwSystemCursors[CursorShapeNESWResize] = c
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c, err = glfw.CreateStandardCursor(glfw.ResizeNWSECursor)
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if err != nil {
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return err
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}
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glfwSystemCursors[CursorShapeNWSEResize] = c
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c, err = glfw.CreateStandardCursor(glfw.ResizeAllCursor)
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if err != nil {
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return err
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}
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glfwSystemCursors[CursorShapeMove] = c
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c, err = glfw.CreateStandardCursor(glfw.NotAllowedCursor)
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if err != nil {
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return err
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}
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glfwSystemCursors[CursorShapeNotAllowed] = c
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return nil
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}
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func (u *UserInterface) setInitMonitor(m *Monitor) {
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u.m.Lock()
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defer u.m.Unlock()
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u.initMonitor = m
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}
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func (u *UserInterface) getInitMonitor() *Monitor {
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u.m.RLock()
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defer u.m.RUnlock()
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return u.initMonitor
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}
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// AppendMonitors appends the current monitors to the passed in mons slice and returns it.
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func (u *UserInterface) AppendMonitors(monitors []*Monitor) []*Monitor {
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return theMonitors.append(monitors)
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}
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// Monitor returns the window's current monitor. Returns nil if there is no current monitor yet.
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func (u *UserInterface) Monitor() *Monitor {
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if !u.isRunning() {
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return nil
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}
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var monitor *Monitor
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u.mainThread.Call(func() {
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if u.isTerminated() {
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return
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}
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m, err := u.currentMonitor()
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if err != nil {
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u.setError(err)
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return
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}
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monitor = m
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})
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return monitor
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}
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// setWindowMonitor must be called on the main thread.
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func (u *UserInterface) setWindowMonitor(monitor *Monitor) error {
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if microsoftgdk.IsXbox() {
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return nil
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}
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// Ignore if it is the same monitor.
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m, err := u.currentMonitor()
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if err != nil {
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return err
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}
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if monitor == m {
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return nil
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}
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ww := u.origWindowWidthInDIP
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wh := u.origWindowHeightInDIP
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fullscreen, err := u.isFullscreen()
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if err != nil {
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return err
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}
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// This is copied from setFullscreen. They should probably use a shared function.
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if fullscreen {
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if err := u.setFullscreen(false); err != nil {
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return err
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}
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// Just after exiting fullscreen, the window state seems very unstable (#2758).
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// Wait for a while with polling events.
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if runtime.GOOS == "darwin" {
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for i := 0; i < 60; i++ {
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if err := glfw.PollEvents(); err != nil {
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return err
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}
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time.Sleep(time.Second / 60)
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}
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}
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}
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w := dipToGLFWPixel(float64(ww), monitor)
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h := dipToGLFWPixel(float64(wh), monitor)
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mx := monitor.boundsInGLFWPixels.Min.X
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my := monitor.boundsInGLFWPixels.Min.Y
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mw, mh := monitor.sizeInDIP()
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mw = dipToGLFWPixel(mw, monitor)
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mh = dipToGLFWPixel(mh, monitor)
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px, py := InitialWindowPosition(int(mw), int(mh), int(w), int(h))
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if err := u.window.SetPos(mx+px, my+py); err != nil {
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return err
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}
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if fullscreen {
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// Calling setFullscreen immediately might not work well, especially on Linux (#2778).
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// Just wait a little bit. 1/30[s] seems enough in most cases.
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time.Sleep(time.Second / 30)
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if err := u.setFullscreen(true); err != nil {
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return err
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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) getWindowSizeLimitsInDIP() (minw, minh, maxw, maxh int) {
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if microsoftgdk.IsXbox() {
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return glfw.DontCare, glfw.DontCare, glfw.DontCare, glfw.DontCare
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}
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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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if microsoftgdk.IsXbox() {
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// Do nothing. The size is always fixed.
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return false
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}
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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) isWindowMaximizable() bool {
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_, _, maxw, maxh := u.getWindowSizeLimitsInDIP()
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return maxw == glfw.DontCare && maxh == glfw.DontCare
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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() 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 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() 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 CursorShape) 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) getAndResetIconImages() []image.Image {
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u.m.RLock()
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defer u.m.RUnlock()
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s := u.iconImages
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u.iconImages = nil
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return s
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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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defer u.m.Unlock()
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// Even if iconImages is nil, always create a slice.
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// A 0-size slice and nil are distinguished.
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// See the comment in updateIconIfNeeded.
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u.iconImages = make([]image.Image, len(iconImages))
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copy(u.iconImages, iconImages)
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}
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func (u *UserInterface) getInitWindowPositionInDIP() (int, int) {
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if microsoftgdk.IsXbox() {
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return 0, 0
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}
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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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if microsoftgdk.IsXbox() {
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return
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}
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u.m.Lock()
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defer u.m.Unlock()
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// TODO: Update initMonitor if necessary (#1575).
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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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if microsoftgdk.IsXbox() {
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return microsoftgdk.MonitorResolution()
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}
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u.m.RLock()
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defer u.m.RUnlock()
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return u.initWindowWidthInDIP, u.initWindowHeightInDIP
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}
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func (u *UserInterface) setInitWindowSizeInDIP(width, height int) {
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if microsoftgdk.IsXbox() {
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return
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}
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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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if microsoftgdk.IsXbox() {
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return false
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}
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u.m.RLock()
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f := u.initWindowFloating
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u.m.RUnlock()
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return f
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}
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func (u *UserInterface) setInitWindowFloating(floating bool) {
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if microsoftgdk.IsXbox() {
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return
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}
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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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// TODO: Is this always true on Xbox?
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u.m.RLock()
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m := u.initWindowMaximized
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u.m.RUnlock()
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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) isInitWindowMousePassthrough() bool {
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u.m.RLock()
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defer u.m.RUnlock()
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return u.initWindowMousePassthrough
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}
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func (u *UserInterface) setInitWindowMousePassthrough(enabled bool) {
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u.m.Lock()
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defer u.m.Unlock()
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u.initWindowMousePassthrough = enabled
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}
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func (u *UserInterface) isWindowClosingHandled() bool {
|
|
u.m.RLock()
|
|
v := u.windowClosingHandled
|
|
u.m.RUnlock()
|
|
return v
|
|
}
|
|
|
|
func (u *UserInterface) setWindowClosingHandled(handled bool) {
|
|
u.m.Lock()
|
|
u.windowClosingHandled = handled
|
|
u.m.Unlock()
|
|
}
|
|
|
|
func (u *UserInterface) ScreenSizeInFullscreen() (int, int) {
|
|
if u.isTerminated() {
|
|
return 0, 0
|
|
}
|
|
if !u.isRunning() {
|
|
m := u.getInitMonitor()
|
|
w, h := m.sizeInDIP()
|
|
return int(w), int(h)
|
|
}
|
|
|
|
var w, h int
|
|
u.mainThread.Call(func() {
|
|
if u.isTerminated() {
|
|
return
|
|
}
|
|
m, err := u.currentMonitor()
|
|
if err != nil {
|
|
u.setError(err)
|
|
return
|
|
}
|
|
if m == nil {
|
|
return
|
|
}
|
|
wf, hf := m.sizeInDIP()
|
|
w = int(wf)
|
|
h = int(hf)
|
|
})
|
|
return w, h
|
|
}
|
|
|
|
// isFullscreen must be called from the main thread.
|
|
func (u *UserInterface) isFullscreen() (bool, error) {
|
|
if !u.isRunning() {
|
|
panic("ui: isFullscreen can't be called before the main loop starts")
|
|
}
|
|
m, err := u.window.GetMonitor()
|
|
if err != nil {
|
|
return false, err
|
|
}
|
|
n, err := u.isNativeFullscreen()
|
|
if err != nil {
|
|
return false, err
|
|
}
|
|
return m != nil || n, nil
|
|
}
|
|
|
|
func (u *UserInterface) IsFullscreen() bool {
|
|
if microsoftgdk.IsXbox() {
|
|
return false
|
|
}
|
|
|
|
if u.isTerminated() {
|
|
return false
|
|
}
|
|
if !u.isRunning() {
|
|
return u.isInitFullscreen()
|
|
}
|
|
var fullscreen bool
|
|
u.mainThread.Call(func() {
|
|
if u.isTerminated() {
|
|
return
|
|
}
|
|
b, err := u.isFullscreen()
|
|
if err != nil {
|
|
u.setError(err)
|
|
return
|
|
}
|
|
fullscreen = b
|
|
})
|
|
return fullscreen
|
|
}
|
|
|
|
func (u *UserInterface) SetFullscreen(fullscreen bool) {
|
|
if microsoftgdk.IsXbox() {
|
|
return
|
|
}
|
|
|
|
if u.isTerminated() {
|
|
return
|
|
}
|
|
if !u.isRunning() {
|
|
u.setInitFullscreen(fullscreen)
|
|
return
|
|
}
|
|
|
|
u.mainThread.Call(func() {
|
|
if u.isTerminated() {
|
|
return
|
|
}
|
|
f, err := u.isFullscreen()
|
|
if err != nil {
|
|
u.setError(err)
|
|
return
|
|
}
|
|
if f == fullscreen {
|
|
return
|
|
}
|
|
if err := u.setFullscreen(fullscreen); err != nil {
|
|
u.setError(err)
|
|
return
|
|
}
|
|
})
|
|
}
|
|
|
|
func (u *UserInterface) IsFocused() bool {
|
|
if !u.isRunning() {
|
|
return false
|
|
}
|
|
|
|
var focused bool
|
|
u.mainThread.Call(func() {
|
|
if u.isTerminated() {
|
|
return
|
|
}
|
|
a, err := u.window.GetAttrib(glfw.Focused)
|
|
if err != nil {
|
|
u.setError(err)
|
|
return
|
|
}
|
|
focused = a == glfw.True
|
|
})
|
|
return focused
|
|
}
|
|
|
|
func (u *UserInterface) SetRunnableOnUnfocused(runnableOnUnfocused bool) {
|
|
u.setRunnableOnUnfocused(runnableOnUnfocused)
|
|
}
|
|
|
|
func (u *UserInterface) IsRunnableOnUnfocused() bool {
|
|
return u.isRunnableOnUnfocused()
|
|
}
|
|
|
|
func (u *UserInterface) FPSMode() FPSModeType {
|
|
u.m.Lock()
|
|
defer u.m.Unlock()
|
|
return u.fpsMode
|
|
}
|
|
|
|
func (u *UserInterface) SetFPSMode(mode FPSModeType) {
|
|
if u.isTerminated() {
|
|
return
|
|
}
|
|
if !u.isRunning() {
|
|
u.m.Lock()
|
|
defer u.m.Unlock()
|
|
u.fpsMode = mode
|
|
return
|
|
}
|
|
|
|
u.mainThread.Call(func() {
|
|
if u.isTerminated() {
|
|
return
|
|
}
|
|
if !u.fpsModeInited {
|
|
u.fpsMode = mode
|
|
return
|
|
}
|
|
if err := u.setFPSMode(mode); err != nil {
|
|
u.setError(err)
|
|
return
|
|
}
|
|
})
|
|
}
|
|
|
|
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.
|
|
if err := glfw.PostEmptyEvent(); err != nil {
|
|
u.setError(err)
|
|
return
|
|
}
|
|
}
|
|
|
|
func (u *UserInterface) CursorMode() CursorMode {
|
|
if u.isTerminated() {
|
|
return 0
|
|
}
|
|
if !u.isRunning() {
|
|
return u.getInitCursorMode()
|
|
}
|
|
|
|
var mode int
|
|
u.mainThread.Call(func() {
|
|
if u.isTerminated() {
|
|
return
|
|
}
|
|
m, err := u.window.GetInputMode(glfw.CursorMode)
|
|
if err != nil {
|
|
u.setError(err)
|
|
return
|
|
}
|
|
mode = m
|
|
})
|
|
|
|
var v CursorMode
|
|
switch mode {
|
|
case glfw.CursorNormal:
|
|
v = CursorModeVisible
|
|
case glfw.CursorHidden:
|
|
v = CursorModeHidden
|
|
case glfw.CursorDisabled:
|
|
v = CursorModeCaptured
|
|
default:
|
|
panic(fmt.Sprintf("ui: invalid GLFW cursor mode: %d", mode))
|
|
}
|
|
return v
|
|
}
|
|
|
|
func (u *UserInterface) SetCursorMode(mode CursorMode) {
|
|
if u.isTerminated() {
|
|
return
|
|
}
|
|
if !u.isRunning() {
|
|
u.setInitCursorMode(mode)
|
|
return
|
|
}
|
|
u.mainThread.Call(func() {
|
|
if u.isTerminated() {
|
|
return
|
|
}
|
|
if err := u.window.SetInputMode(glfw.CursorMode, driverCursorModeToGLFWCursorMode(mode)); err != nil {
|
|
u.setError(err)
|
|
return
|
|
}
|
|
if mode == CursorModeVisible {
|
|
if err := u.window.SetCursor(glfwSystemCursors[u.getCursorShape()]); err != nil {
|
|
u.setError(err)
|
|
return
|
|
}
|
|
}
|
|
})
|
|
}
|
|
|
|
func (u *UserInterface) CursorShape() CursorShape {
|
|
return u.getCursorShape()
|
|
}
|
|
|
|
func (u *UserInterface) SetCursorShape(shape CursorShape) {
|
|
if u.isTerminated() {
|
|
return
|
|
}
|
|
|
|
old := u.setCursorShape(shape)
|
|
if old == shape {
|
|
return
|
|
}
|
|
if !u.isRunning() {
|
|
return
|
|
}
|
|
u.mainThread.Call(func() {
|
|
if u.isTerminated() {
|
|
return
|
|
}
|
|
if err := u.window.SetCursor(glfwSystemCursors[shape]); err != nil {
|
|
u.setError(err)
|
|
return
|
|
}
|
|
})
|
|
}
|
|
|
|
func (u *UserInterface) DeviceScaleFactor() float64 {
|
|
if u.isTerminated() {
|
|
return 0
|
|
}
|
|
if !u.isRunning() {
|
|
return u.getInitMonitor().deviceScaleFactor()
|
|
}
|
|
|
|
var f float64
|
|
u.mainThread.Call(func() {
|
|
if u.isTerminated() {
|
|
return
|
|
}
|
|
m, err := u.currentMonitor()
|
|
if err != nil {
|
|
u.setError(err)
|
|
return
|
|
}
|
|
f = m.deviceScaleFactor()
|
|
})
|
|
return f
|
|
}
|
|
|
|
// createWindow creates a GLFW window.
|
|
//
|
|
// createWindow must be called from the main thread.
|
|
func (u *UserInterface) createWindow() error {
|
|
if u.window != nil {
|
|
panic("ui: u.window must not exist at createWindow")
|
|
}
|
|
|
|
monitor := u.getInitMonitor()
|
|
ww, wh := u.getInitWindowSizeInDIP()
|
|
width := int(dipToGLFWPixel(float64(ww), monitor))
|
|
height := int(dipToGLFWPixel(float64(wh), monitor))
|
|
window, err := glfw.CreateWindow(width, height, "", nil, nil)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
u.window = window
|
|
|
|
// The position must be set before the size is set (#1982).
|
|
// setWindowSizeInDIP refers the current monitor's device scale.
|
|
wx, wy := u.getInitWindowPositionInDIP()
|
|
mw, mh := monitor.sizeInDIP()
|
|
if max := int(mw) - ww; wx >= max {
|
|
wx = max
|
|
}
|
|
if max := int(mh) - wh; wy >= max {
|
|
wy = max
|
|
}
|
|
if wx < 0 {
|
|
wx = 0
|
|
}
|
|
if wy < 0 {
|
|
wy = 0
|
|
}
|
|
if err := u.setWindowPositionInDIP(wx, wy, monitor); err != nil {
|
|
return err
|
|
}
|
|
|
|
// Though the size is already specified, call setWindowSizeInDIP explicitly to adjust member variables.
|
|
if err := u.setWindowSizeInDIP(ww, wh, true); err != nil {
|
|
return err
|
|
}
|
|
|
|
if err := initializeWindowAfterCreation(window); err != nil {
|
|
return err
|
|
}
|
|
|
|
// Even just after a window creation, FramebufferSize callback might be invoked (#1847).
|
|
// Ensure to consume this callback.
|
|
if err := u.waitForFramebufferSizeCallback(u.window, nil); err != nil {
|
|
return err
|
|
}
|
|
|
|
if err := u.window.SetInputMode(glfw.CursorMode, driverCursorModeToGLFWCursorMode(u.getInitCursorMode())); err != nil {
|
|
return err
|
|
}
|
|
if err := u.window.SetCursor(glfwSystemCursors[u.getCursorShape()]); err != nil {
|
|
return err
|
|
}
|
|
if err := u.window.SetTitle(u.title); err != nil {
|
|
return err
|
|
}
|
|
// Icons are set after every frame. They don't have to be cared here.
|
|
|
|
if err := u.updateWindowSizeLimits(); err != nil {
|
|
return err
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
// registerWindowCloseCallback must be called from the main thread.
|
|
func (u *UserInterface) registerWindowCloseCallback() error {
|
|
if u.closeCallback == nil {
|
|
u.closeCallback = func(_ *glfw.Window) {
|
|
u.m.Lock()
|
|
u.inputState.WindowBeingClosed = true
|
|
u.m.Unlock()
|
|
|
|
if !u.isWindowClosingHandled() {
|
|
return
|
|
}
|
|
if err := u.window.Focus(); err != nil {
|
|
u.setError(err)
|
|
return
|
|
}
|
|
if err := u.window.SetShouldClose(false); err != nil {
|
|
u.setError(err)
|
|
return
|
|
}
|
|
}
|
|
}
|
|
if _, err := u.window.SetCloseCallback(u.closeCallback); err != nil {
|
|
return err
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// registerWindowFramebufferSizeCallback must be called from the main thread.
|
|
func (u *UserInterface) registerWindowFramebufferSizeCallback() error {
|
|
if u.defaultFramebufferSizeCallback == nil && runtime.GOOS != "darwin" {
|
|
// When the window gets resized (either by manual window resize or a window
|
|
// manager), glfw sends a framebuffer size callback which we need to handle (#1960).
|
|
// This event is the only way to handle the size change at least on i3 window manager.
|
|
//
|
|
// When a decorating state changes, the callback of arguments might be an unexpected value on macOS (#2257)
|
|
// Then, do not register this callback on macOS.
|
|
u.defaultFramebufferSizeCallback = func(_ *glfw.Window, w, h int) {
|
|
f, err := u.isFullscreen()
|
|
if err != nil {
|
|
u.setError(err)
|
|
return
|
|
}
|
|
if f {
|
|
return
|
|
}
|
|
a, err := u.window.GetAttrib(glfw.Iconified)
|
|
if err != nil {
|
|
u.setError(err)
|
|
return
|
|
}
|
|
if a == glfw.True {
|
|
return
|
|
}
|
|
|
|
// The framebuffer size is always scaled by the device scale factor (#1975).
|
|
// See also the implementation in uiContext.updateOffscreen.
|
|
m, err := u.currentMonitor()
|
|
if err != nil {
|
|
u.setError(err)
|
|
return
|
|
}
|
|
s := m.deviceScaleFactor()
|
|
ww := int(float64(w) / s)
|
|
wh := int(float64(h) / s)
|
|
if err := u.setWindowSizeInDIP(ww, wh, false); err != nil {
|
|
u.setError(err)
|
|
return
|
|
}
|
|
}
|
|
}
|
|
if _, err := u.window.SetFramebufferSizeCallback(u.defaultFramebufferSizeCallback); err != nil {
|
|
return err
|
|
}
|
|
return nil
|
|
}
|
|
|
|
func (u *UserInterface) registerDropCallback() error {
|
|
if u.dropCallback == nil {
|
|
u.dropCallback = func(_ *glfw.Window, names []string) {
|
|
u.m.Lock()
|
|
defer u.m.Unlock()
|
|
u.inputState.DroppedFiles = file.NewVirtualFS(names)
|
|
}
|
|
}
|
|
if _, err := u.window.SetDropCallback(u.dropCallback); err != nil {
|
|
return err
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// 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() error) error {
|
|
u.framebufferSizeCallbackCh = make(chan struct{}, 1)
|
|
|
|
if u.framebufferSizeCallback == nil {
|
|
u.framebufferSizeCallback = 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:
|
|
}
|
|
}
|
|
}
|
|
if _, err := window.SetFramebufferSizeCallback(u.framebufferSizeCallback); err != nil {
|
|
return err
|
|
}
|
|
|
|
if f != nil {
|
|
if err := f(); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
|
|
// Use the timeout as FramebufferSize event might not be fired (#1618).
|
|
t := time.NewTimer(100 * time.Millisecond)
|
|
defer t.Stop()
|
|
|
|
event:
|
|
for {
|
|
if err := glfw.PollEvents(); err != nil {
|
|
return err
|
|
}
|
|
select {
|
|
case <-u.framebufferSizeCallbackCh:
|
|
break event
|
|
case <-t.C:
|
|
break event
|
|
default:
|
|
time.Sleep(time.Millisecond)
|
|
}
|
|
}
|
|
if _, err := window.SetFramebufferSizeCallback(u.defaultFramebufferSizeCallback); err != nil {
|
|
return err
|
|
}
|
|
|
|
close(u.framebufferSizeCallbackCh)
|
|
u.framebufferSizeCallbackCh = nil
|
|
|
|
return nil
|
|
}
|
|
|
|
func (u *UserInterface) initOnMainThread(options *RunOptions) error {
|
|
if err := glfw.WindowHint(glfw.AutoIconify, glfw.False); err != nil {
|
|
return err
|
|
}
|
|
|
|
// On macOS, window decoration should be initialized once after buffers are swapped (#2600).
|
|
if runtime.GOOS != "darwin" {
|
|
decorated := glfw.False
|
|
if u.isInitWindowDecorated() {
|
|
decorated = glfw.True
|
|
}
|
|
if err := glfw.WindowHint(glfw.Decorated, decorated); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
|
|
glfwTransparent := glfw.False
|
|
if options.ScreenTransparent {
|
|
glfwTransparent = glfw.True
|
|
}
|
|
if err := glfw.WindowHint(glfw.TransparentFramebuffer, glfwTransparent); err != nil {
|
|
return err
|
|
}
|
|
|
|
g, lib, err := newGraphicsDriver(&graphicsDriverCreatorImpl{
|
|
transparent: options.ScreenTransparent,
|
|
}, options.GraphicsLibrary)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
u.graphicsDriver = g
|
|
u.setGraphicsLibrary(lib)
|
|
u.graphicsDriver.SetTransparent(options.ScreenTransparent)
|
|
|
|
if u.GraphicsLibrary() == GraphicsLibraryOpenGL {
|
|
if err := u.graphicsDriver.(interface{ SetGLFWClientAPI() error }).SetGLFWClientAPI(); err != nil {
|
|
return err
|
|
}
|
|
} else {
|
|
if err := glfw.WindowHint(glfw.ClientAPI, glfw.NoAPI); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
|
|
// Before creating a window, set it unresizable no matter what u.isInitWindowResizable() is (#1987).
|
|
// Making the window resizable here doesn't work correctly when switching to enable resizing.
|
|
resizable := glfw.False
|
|
if u.windowResizingMode == WindowResizingModeEnabled {
|
|
resizable = glfw.True
|
|
}
|
|
if err := glfw.WindowHint(glfw.Resizable, resizable); err != nil {
|
|
return err
|
|
}
|
|
|
|
floating := glfw.False
|
|
if u.isInitWindowFloating() {
|
|
floating = glfw.True
|
|
}
|
|
if err := glfw.WindowHint(glfw.Floating, floating); err != nil {
|
|
return err
|
|
}
|
|
|
|
focused := glfw.True
|
|
if options.InitUnfocused {
|
|
focused = glfw.False
|
|
}
|
|
if err := glfw.WindowHint(glfw.FocusOnShow, focused); err != nil {
|
|
return err
|
|
}
|
|
|
|
mousePassthrough := glfw.False
|
|
if u.isInitWindowMousePassthrough() {
|
|
mousePassthrough = glfw.True
|
|
}
|
|
if err := glfw.WindowHint(glfw.MousePassthrough, mousePassthrough); err != nil {
|
|
return err
|
|
}
|
|
|
|
// Set the window visible explicitly or the application freezes on Wayland (#974).
|
|
if os.Getenv("WAYLAND_DISPLAY") != "" {
|
|
if err := glfw.WindowHint(glfw.Visible, glfw.True); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
|
|
if err := u.createWindow(); err != nil {
|
|
return err
|
|
}
|
|
|
|
// Maximizing a window requires a proper size and position. Call Maximize here (#1117).
|
|
if u.isInitWindowMaximized() {
|
|
if err := u.window.Maximize(); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
|
|
if err := u.setWindowResizingModeForOS(u.windowResizingMode); err != nil {
|
|
return err
|
|
}
|
|
|
|
if options.SkipTaskbar {
|
|
// Ignore the error.
|
|
_ = u.skipTaskbar()
|
|
}
|
|
|
|
// On macOS, the window is shown once after buffers are swapped at update.
|
|
if runtime.GOOS != "darwin" {
|
|
if err := u.window.Show(); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
|
|
if g, ok := u.graphicsDriver.(interface{ SetWindow(uintptr) }); ok {
|
|
w, err := u.nativeWindow()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
g.SetWindow(w)
|
|
}
|
|
|
|
w, err := u.nativeWindow()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
gamepad.SetNativeWindow(w)
|
|
|
|
// Register callbacks after the window initialization done.
|
|
// The callback might cause swapping frames, that assumes the window is already set (#2137).
|
|
if err := u.registerWindowCloseCallback(); err != nil {
|
|
return err
|
|
}
|
|
if err := u.registerWindowFramebufferSizeCallback(); err != nil {
|
|
return err
|
|
}
|
|
if err := u.registerInputCallbacks(); err != nil {
|
|
return err
|
|
}
|
|
if err := u.registerDropCallback(); err != nil {
|
|
return err
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
func (u *UserInterface) outsideSize() (float64, float64, error) {
|
|
f, err := u.isFullscreen()
|
|
if err != nil {
|
|
return 0, 0, err
|
|
}
|
|
n, err := u.isNativeFullscreen()
|
|
if err != nil {
|
|
return 0, 0, err
|
|
}
|
|
if f && !n {
|
|
// 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).
|
|
var w, h float64
|
|
m, err := u.currentMonitor()
|
|
if err != nil {
|
|
return 0, 0, err
|
|
}
|
|
if m != nil {
|
|
w, h = m.sizeInDIP()
|
|
}
|
|
return w, h, nil
|
|
}
|
|
|
|
a, err := u.window.GetAttrib(glfw.Iconified)
|
|
if err != nil {
|
|
return 0, 0, err
|
|
}
|
|
if a == glfw.True {
|
|
return float64(u.origWindowWidthInDIP), float64(u.origWindowHeightInDIP), nil
|
|
}
|
|
|
|
// Instead of u.origWindow{Width,Height}InDIP, use the actual window size here.
|
|
// On Windows, the specified size at SetSize and the actual window size might
|
|
// not match (#1163).
|
|
ww, wh, err := u.window.GetSize()
|
|
if err != nil {
|
|
return 0, 0, err
|
|
}
|
|
m, err := u.currentMonitor()
|
|
if err != nil {
|
|
return 0, 0, err
|
|
}
|
|
w := dipFromGLFWPixel(float64(ww), m)
|
|
h := dipFromGLFWPixel(float64(wh), m)
|
|
return w, h, nil
|
|
}
|
|
|
|
// setFPSMode must be called from the main thread.
|
|
func (u *UserInterface) setFPSMode(fpsMode FPSModeType) error {
|
|
needUpdate := u.fpsMode != fpsMode || !u.fpsModeInited
|
|
u.fpsMode = fpsMode
|
|
u.fpsModeInited = true
|
|
|
|
if !needUpdate {
|
|
return nil
|
|
}
|
|
|
|
sticky := glfw.True
|
|
if fpsMode == FPSModeVsyncOffMinimum {
|
|
sticky = glfw.False
|
|
}
|
|
if err := u.window.SetInputMode(glfw.StickyMouseButtonsMode, sticky); err != nil {
|
|
return err
|
|
}
|
|
if err := u.window.SetInputMode(glfw.StickyKeysMode, sticky); err != nil {
|
|
return err
|
|
}
|
|
|
|
vsyncEnabled := u.fpsMode == FPSModeVsyncOn
|
|
graphicscommand.SetVsyncEnabled(vsyncEnabled)
|
|
u.renderThread.CallAsync(func() {
|
|
u.graphicsDriver.SetVsyncEnabled(vsyncEnabled)
|
|
})
|
|
|
|
return nil
|
|
}
|
|
|
|
// update must be called from the main thread.
|
|
func (u *UserInterface) update() (float64, float64, error) {
|
|
if err := u.error(); err != nil {
|
|
return 0, 0, err
|
|
}
|
|
|
|
sc, err := u.window.ShouldClose()
|
|
if err != nil {
|
|
return 0, 0, err
|
|
}
|
|
if sc {
|
|
return 0, 0, RegularTermination
|
|
}
|
|
|
|
// On macOS, one swapping buffers seems required before entering fullscreen (#2599).
|
|
if u.isInitFullscreen() && (u.bufferOnceSwapped || runtime.GOOS != "darwin") {
|
|
if err := u.setFullscreen(true); err != nil {
|
|
return 0, 0, err
|
|
}
|
|
u.setInitFullscreen(false)
|
|
}
|
|
|
|
if runtime.GOOS == "darwin" && u.bufferOnceSwapped {
|
|
var err error
|
|
u.darwinInitOnce.Do(func() {
|
|
// On macOS, window decoration should be initialized once after buffers are swapped (#2600).
|
|
decorated := glfw.False
|
|
if u.isInitWindowDecorated() {
|
|
decorated = glfw.True
|
|
}
|
|
if err = u.window.SetAttrib(glfw.Decorated, decorated); err != nil {
|
|
return
|
|
}
|
|
|
|
// The window is not shown at the initialization on macOS. Show the window here.
|
|
if err = u.window.Show(); err != nil {
|
|
return
|
|
}
|
|
})
|
|
if err != nil {
|
|
return 0, 0, err
|
|
}
|
|
}
|
|
|
|
// Initialize vsync after SetMonitor is called. See the comment in updateVsync.
|
|
// Calling this inside setWindowSize didn't work (#1363).
|
|
if !u.fpsModeInited {
|
|
if err := u.setFPSMode(u.fpsMode); err != nil {
|
|
return 0, 0, err
|
|
}
|
|
}
|
|
|
|
if u.fpsMode != FPSModeVsyncOffMinimum {
|
|
// TODO: Updating the input can be skipped when clock.Update returns 0 (#1367).
|
|
if err := glfw.PollEvents(); err != nil {
|
|
return 0, 0, err
|
|
}
|
|
} else {
|
|
if err := glfw.WaitEvents(); err != nil {
|
|
return 0, 0, err
|
|
}
|
|
}
|
|
|
|
// In the initial state on macOS, the window is not shown (#2620).
|
|
visible, err := u.window.GetAttrib(glfw.Visible)
|
|
if err != nil {
|
|
return 0, 0, err
|
|
}
|
|
focused, err := u.window.GetAttrib(glfw.Focused)
|
|
if err != nil {
|
|
return 0, 0, err
|
|
}
|
|
shouldClose, err := u.window.ShouldClose()
|
|
if err != nil {
|
|
return 0, 0, err
|
|
}
|
|
for visible != 0 && !u.isRunnableOnUnfocused() && focused == 0 && !shouldClose {
|
|
if err := hook.SuspendAudio(); err != nil {
|
|
return 0, 0, err
|
|
}
|
|
// Wait for an arbitrary period to avoid busy loop.
|
|
time.Sleep(time.Second / 60)
|
|
if err := glfw.PollEvents(); err != nil {
|
|
return 0, 0, err
|
|
}
|
|
}
|
|
if err := hook.ResumeAudio(); err != nil {
|
|
return 0, 0, err
|
|
}
|
|
|
|
return u.outsideSize()
|
|
}
|
|
|
|
func (u *UserInterface) loopGame() (ferr error) {
|
|
defer func() {
|
|
// Post a task to the render thread to ensure all the queued functions are executed.
|
|
// glfw.Terminate will remove the context and any graphics calls after that will be invalidated.
|
|
u.renderThread.Call(func() {})
|
|
u.mainThread.Call(func() {
|
|
if err := glfw.Terminate(); err != nil {
|
|
ferr = err
|
|
}
|
|
u.setTerminated()
|
|
})
|
|
}()
|
|
|
|
u.renderThread.Call(func() {
|
|
if u.GraphicsLibrary() == GraphicsLibraryOpenGL {
|
|
if err := u.window.MakeContextCurrent(); err != nil {
|
|
u.setError(err)
|
|
return
|
|
}
|
|
}
|
|
})
|
|
|
|
for {
|
|
if err := u.updateGame(); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
}
|
|
|
|
func (u *UserInterface) updateGame() error {
|
|
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" {
|
|
a, err := u.window.GetAttrib(glfw.Focused)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
unfocused = a == glfw.False
|
|
}
|
|
|
|
var t1, t2 time.Time
|
|
|
|
if unfocused {
|
|
t1 = time.Now()
|
|
}
|
|
|
|
var outsideWidth, outsideHeight float64
|
|
var deviceScaleFactor float64
|
|
var err error
|
|
if u.mainThread.Call(func() {
|
|
outsideWidth, outsideHeight, err = u.update()
|
|
if err != nil {
|
|
return
|
|
}
|
|
m, err := u.currentMonitor()
|
|
if err != nil {
|
|
return
|
|
}
|
|
deviceScaleFactor = m.deviceScaleFactor()
|
|
}); err != nil {
|
|
return err
|
|
}
|
|
|
|
if err := u.context.updateFrame(u.graphicsDriver, outsideWidth, outsideHeight, deviceScaleFactor, u, func() {
|
|
// Call updateVsync even though fpsMode is not updated.
|
|
// When toggling to fullscreen, vsync state might be reset unexpectedly (#1787).
|
|
if err := u.updateVsyncOnRenderThread(); err != nil {
|
|
u.setError(err)
|
|
return
|
|
}
|
|
|
|
// This works only for OpenGL.
|
|
if err := u.swapBuffersOnRenderThread(); err != nil {
|
|
u.setError(err)
|
|
return
|
|
}
|
|
}); err != nil {
|
|
return err
|
|
}
|
|
|
|
u.bufferOnceSwappedOnce.Do(func() {
|
|
u.mainThread.Call(func() {
|
|
u.bufferOnceSwapped = true
|
|
})
|
|
})
|
|
|
|
if unfocused {
|
|
t2 = time.Now()
|
|
}
|
|
|
|
// When a window is not focused or in another space, SwapBuffers might return immediately and CPU might be busy.
|
|
// Mitigate this by sleeping (#982, #2521).
|
|
if unfocused {
|
|
d := t2.Sub(t1)
|
|
const wait = time.Second / 60
|
|
if d < wait {
|
|
time.Sleep(wait - d)
|
|
}
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
func (u *UserInterface) updateIconIfNeeded() error {
|
|
// In the fullscreen mode, SetIcon fails (#1578).
|
|
f, err := u.isFullscreen()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
if f {
|
|
return nil
|
|
}
|
|
|
|
imgs := u.getAndResetIconImages()
|
|
// A 0-size slice and nil are distinguished here.
|
|
// A 0-size slice means a user indicates to reset the icon.
|
|
// On the other hand, nil means a user didn't update the icon state.
|
|
if imgs == nil {
|
|
return nil
|
|
}
|
|
|
|
var newImgs []image.Image
|
|
if len(imgs) > 0 {
|
|
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
|
|
}
|
|
|
|
// Catch a possible error at 'At' (#2647).
|
|
if err := u.error(); err != nil {
|
|
return err
|
|
}
|
|
|
|
u.mainThread.Call(func() {
|
|
err = u.window.SetIcon(newImgs)
|
|
})
|
|
if err != nil {
|
|
return err
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
func (u *UserInterface) swapBuffersOnRenderThread() error {
|
|
if u.GraphicsLibrary() == GraphicsLibraryOpenGL {
|
|
if err := u.window.SwapBuffers(); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// updateWindowSizeLimits must be called from the main thread.
|
|
func (u *UserInterface) updateWindowSizeLimits() error {
|
|
m, err := u.currentMonitor()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
minw, minh, maxw, maxh := u.getWindowSizeLimitsInDIP()
|
|
|
|
if minw < 0 {
|
|
// Always set the minimum window width.
|
|
mw, err := u.minimumWindowWidth()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
minw = int(dipToGLFWPixel(float64(mw), m))
|
|
} else {
|
|
minw = int(dipToGLFWPixel(float64(minw), m))
|
|
}
|
|
if minh < 0 {
|
|
minh = glfw.DontCare
|
|
} else {
|
|
minh = int(dipToGLFWPixel(float64(minh), m))
|
|
}
|
|
if maxw < 0 {
|
|
maxw = glfw.DontCare
|
|
} else {
|
|
maxw = int(dipToGLFWPixel(float64(maxw), m))
|
|
}
|
|
if maxh < 0 {
|
|
maxh = glfw.DontCare
|
|
} else {
|
|
maxh = int(dipToGLFWPixel(float64(maxh), m))
|
|
}
|
|
if err := u.window.SetSizeLimits(minw, minh, maxw, maxh); err != nil {
|
|
return err
|
|
}
|
|
|
|
// The window size limit affects the resizing mode, especially on macOS (#2260).
|
|
if err := u.setWindowResizingModeForOS(u.windowResizingMode); err != nil {
|
|
return err
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
// disableWindowSizeLimits disables a window size limitation temporarily, especially for fullscreen
|
|
// In order to enable the size limitation, call updateWindowSizeLimits.
|
|
//
|
|
// disableWindowSizeLimits must be called from the main thread.
|
|
func (u *UserInterface) disableWindowSizeLimits() error {
|
|
return u.window.SetSizeLimits(glfw.DontCare, glfw.DontCare, glfw.DontCare, glfw.DontCare)
|
|
}
|
|
|
|
// 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, callSetSize bool) error {
|
|
if microsoftgdk.IsXbox() {
|
|
// Do nothing. The size is always fixed.
|
|
return nil
|
|
}
|
|
|
|
width, height = u.adjustWindowSizeBasedOnSizeLimitsInDIP(width, height)
|
|
m, err := u.minimumWindowWidth()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
if width < m {
|
|
width = m
|
|
}
|
|
if height < 1 {
|
|
height = 1
|
|
}
|
|
|
|
mon, err := u.currentMonitor()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
scale := mon.deviceScaleFactor()
|
|
if u.origWindowWidthInDIP == width && u.origWindowHeightInDIP == height && u.lastDeviceScaleFactor == scale {
|
|
return nil
|
|
}
|
|
u.lastDeviceScaleFactor = scale
|
|
|
|
u.origWindowWidthInDIP = width
|
|
u.origWindowHeightInDIP = height
|
|
|
|
f, err := u.isFullscreen()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
if !f && callSetSize {
|
|
// 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, err := u.window.GetSize()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
m, err := u.currentMonitor()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
newW := int(dipToGLFWPixel(float64(width), m))
|
|
newH := int(dipToGLFWPixel(float64(height), m))
|
|
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.
|
|
if err := u.waitForFramebufferSizeCallback(u.window, func() error {
|
|
return u.window.SetSize(newW, newH)
|
|
}); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
}
|
|
|
|
if err := u.updateWindowSizeLimits(); err != nil {
|
|
return err
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// setOrigWindowPosWithCurrentPos must be called from the main thread.
|
|
func (u *UserInterface) setOrigWindowPosWithCurrentPos() error {
|
|
if x, y := u.origWindowPos(); x == invalidPos || y == invalidPos {
|
|
x, y, err := u.window.GetPos()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
u.setOrigWindowPos(x, y)
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// setFullscreen must be called from the main thread.
|
|
func (u *UserInterface) setFullscreen(fullscreen bool) error {
|
|
f, err := u.isFullscreen()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
if f == fullscreen {
|
|
return nil
|
|
}
|
|
|
|
im, err := u.window.GetInputMode(glfw.CursorMode)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
if im == glfw.CursorDisabled {
|
|
u.saveCursorPosition()
|
|
}
|
|
|
|
// Enter the fullscreen.
|
|
if fullscreen {
|
|
if err := u.disableWindowSizeLimits(); err != nil {
|
|
return err
|
|
}
|
|
|
|
if x, y := u.origWindowPos(); x == invalidPos || y == invalidPos {
|
|
x, y, err := u.window.GetPos()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
u.setOrigWindowPos(x, y)
|
|
}
|
|
|
|
if u.isNativeFullscreenAvailable() {
|
|
if err := u.setNativeFullscreen(fullscreen); err != nil {
|
|
return err
|
|
}
|
|
} else {
|
|
m, err := u.currentMonitor()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
if m == nil {
|
|
return nil
|
|
}
|
|
|
|
vm := m.videoMode
|
|
if err := u.window.SetMonitor(m.m, 0, 0, vm.Width, vm.Height, vm.RefreshRate); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
if err := u.adjustViewSizeAfterFullscreen(); err != nil {
|
|
return err
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// Exit the fullscreen.
|
|
if err := u.updateWindowSizeLimits(); err != nil {
|
|
return err
|
|
}
|
|
|
|
// Get the original window position and size before changing the state of fullscreen.
|
|
// TODO: Why?
|
|
origX, origY := u.origWindowPos()
|
|
|
|
m, err := u.currentMonitor()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
ww := int(dipToGLFWPixel(float64(u.origWindowWidthInDIP), m))
|
|
wh := int(dipToGLFWPixel(float64(u.origWindowHeightInDIP), m))
|
|
if u.isNativeFullscreenAvailable() {
|
|
if err := u.setNativeFullscreen(false); err != nil {
|
|
return err
|
|
}
|
|
// Adjust the window size later (after adjusting the position).
|
|
} else {
|
|
m, err := u.window.GetMonitor()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
if !u.isNativeFullscreenAvailable() && m != nil {
|
|
if err := u.window.SetMonitor(nil, 0, 0, ww, wh, 0); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
}
|
|
|
|
// glfw.PollEvents is necessary for macOS to enable (*glfw.Window).SetPos and SetSize (#2296).
|
|
// This polling causes issues on Linux and Windows when rapidly toggling fullscreen, so we only run it under macOS.
|
|
if runtime.GOOS == "darwin" {
|
|
if err := glfw.PollEvents(); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
|
|
if origX != invalidPos && origY != invalidPos {
|
|
if err := u.window.SetPos(origX, origY); err != nil {
|
|
return err
|
|
}
|
|
// Dirty hack for macOS (#703). Rendering doesn't work correctly with one SetPos, but
|
|
// work with two or more SetPos.
|
|
if runtime.GOOS == "darwin" {
|
|
if err := u.window.SetPos(origX+1, origY); err != nil {
|
|
return err
|
|
}
|
|
if err := u.window.SetPos(origX, origY); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
u.setOrigWindowPos(invalidPos, invalidPos)
|
|
}
|
|
|
|
if u.isNativeFullscreenAvailable() {
|
|
// 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.
|
|
if err := u.window.SetSize(ww, wh); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
func (u *UserInterface) minimumWindowWidth() (int, error) {
|
|
a, err := u.window.GetAttrib(glfw.Decorated)
|
|
if err != nil {
|
|
return 0, err
|
|
}
|
|
if a == glfw.False {
|
|
return 1, nil
|
|
}
|
|
|
|
// 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 .
|
|
if runtime.GOOS == "windows" {
|
|
return 126, nil
|
|
}
|
|
|
|
// On macOS, resizing the window by cursor sometimes ignores the minimum size.
|
|
// To avoid the flaky behavior, do not add a limitation.
|
|
return 1, nil
|
|
}
|
|
|
|
func (u *UserInterface) updateVsyncOnRenderThread() error {
|
|
if u.GraphicsLibrary() == GraphicsLibraryOpenGL {
|
|
// 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 == FPSModeVsyncOn {
|
|
if err := glfw.SwapInterval(1); err != nil {
|
|
return err
|
|
}
|
|
} else {
|
|
if err := glfw.SwapInterval(0); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// currentMonitor returns the current active monitor.
|
|
//
|
|
// currentMonitor must be called on the main thread.
|
|
func (u *UserInterface) currentMonitor() (*Monitor, error) {
|
|
if u.window == nil {
|
|
return u.getInitMonitor(), nil
|
|
}
|
|
|
|
// 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.
|
|
m, err := monitorFromWindowByOS(u.window)
|
|
if err != nil {
|
|
return nil, err
|
|
}
|
|
if m != nil {
|
|
return m, nil
|
|
}
|
|
|
|
// As the fallback, detect the monitor from the window.
|
|
x, y, err := u.window.GetPos()
|
|
if err != nil {
|
|
return nil, err
|
|
}
|
|
// On fullscreen, shift the position slightly. Otherwise, a wrong monitor could be detected, as the position is on the edge (#2794).
|
|
f, err := u.isFullscreen()
|
|
if err != nil {
|
|
return nil, err
|
|
}
|
|
if f {
|
|
x++
|
|
y++
|
|
}
|
|
if m := theMonitors.monitorFromPosition(x, y); m != nil {
|
|
return m, nil
|
|
}
|
|
|
|
return theMonitors.primaryMonitor(), nil
|
|
}
|
|
|
|
func (u *UserInterface) readInputState(inputState *InputState) {
|
|
u.m.Lock()
|
|
defer u.m.Unlock()
|
|
u.inputState.copyAndReset(inputState)
|
|
}
|
|
|
|
func (u *UserInterface) Window() Window {
|
|
if microsoftgdk.IsXbox() {
|
|
return &nullWindow{}
|
|
}
|
|
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() error {
|
|
n, err := u.isNativeFullscreen()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
if n {
|
|
return nil
|
|
}
|
|
|
|
f, err := u.isFullscreen()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
if f {
|
|
return nil
|
|
}
|
|
|
|
if err := u.window.Maximize(); err != nil {
|
|
return err
|
|
}
|
|
|
|
// 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 {
|
|
a, err := u.window.GetAttrib(glfw.Maximized)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
if a == glfw.True {
|
|
break
|
|
}
|
|
if err := glfw.PollEvents(); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
// iconifyWindow must be called from the main thread.
|
|
func (u *UserInterface) iconifyWindow() error {
|
|
// Iconifying a native fullscreen window on macOS is forbidden.
|
|
n, err := u.isNativeFullscreen()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
if n {
|
|
return nil
|
|
}
|
|
|
|
if err := u.window.Iconify(); err != nil {
|
|
return err
|
|
}
|
|
|
|
// On Linux/UNIX, iconifying might not finish even though Iconify returns. Just wait for its finish.
|
|
for {
|
|
a, err := u.window.GetAttrib(glfw.Iconified)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
if a == glfw.True {
|
|
break
|
|
}
|
|
if err := glfw.PollEvents(); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
// restoreWindow must be called from the main thread.
|
|
func (u *UserInterface) restoreWindow() error {
|
|
if err := u.window.Restore(); err != nil {
|
|
return err
|
|
}
|
|
|
|
// 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 {
|
|
maximized, err := u.window.GetAttrib(glfw.Maximized)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
iconified, err := u.window.GetAttrib(glfw.Iconified)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
if maximized == glfw.False && iconified == glfw.False {
|
|
break
|
|
}
|
|
if err := glfw.PollEvents(); err != nil {
|
|
return err
|
|
}
|
|
time.Sleep(time.Second / 60)
|
|
}
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
// setWindowDecorated must be called from the main thread.
|
|
func (u *UserInterface) setWindowDecorated(decorated bool) error {
|
|
if microsoftgdk.IsXbox() {
|
|
return nil
|
|
}
|
|
|
|
v := glfw.False
|
|
if decorated {
|
|
v = glfw.True
|
|
}
|
|
if err := u.window.SetAttrib(glfw.Decorated, v); err != nil {
|
|
return err
|
|
}
|
|
|
|
// The title can be lost when the decoration is gone. Recover this.
|
|
if decorated {
|
|
if err := u.window.SetTitle(u.title); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
// setWindowFloating must be called from the main thread.
|
|
func (u *UserInterface) setWindowFloating(floating bool) error {
|
|
if microsoftgdk.IsXbox() {
|
|
return nil
|
|
}
|
|
|
|
v := glfw.False
|
|
if floating {
|
|
v = glfw.True
|
|
}
|
|
if err := u.window.SetAttrib(glfw.Floating, v); err != nil {
|
|
return err
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
// setWindowResizingMode must be called from the main thread.
|
|
func (u *UserInterface) setWindowResizingMode(mode WindowResizingMode) error {
|
|
if microsoftgdk.IsXbox() {
|
|
return nil
|
|
}
|
|
|
|
if u.windowResizingMode == mode {
|
|
return nil
|
|
}
|
|
|
|
u.windowResizingMode = mode
|
|
|
|
v := glfw.False
|
|
if mode == WindowResizingModeEnabled {
|
|
v = glfw.True
|
|
}
|
|
if err := u.window.SetAttrib(glfw.Resizable, v); err != nil {
|
|
return err
|
|
}
|
|
if err := u.setWindowResizingModeForOS(mode); err != nil {
|
|
return err
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
// 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 *Monitor) error {
|
|
if microsoftgdk.IsXbox() {
|
|
// Do nothing. The position is always fixed.
|
|
return nil
|
|
}
|
|
|
|
f, err := u.isFullscreen()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
|
|
mx := monitor.boundsInGLFWPixels.Min.X
|
|
my := monitor.boundsInGLFWPixels.Min.Y
|
|
xf := dipToGLFWPixel(float64(x), monitor)
|
|
yf := dipToGLFWPixel(float64(y), monitor)
|
|
if x, y := u.adjustWindowPosition(mx+int(xf), my+int(yf), monitor); f {
|
|
u.setOrigWindowPos(x, y)
|
|
} else {
|
|
if err := u.window.SetPos(x, y); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
// setWindowTitle must be called from the main thread.
|
|
func (u *UserInterface) setWindowTitle(title string) error {
|
|
return u.window.SetTitle(title)
|
|
}
|
|
|
|
// isWindowMaximized must be called from the main thread.
|
|
func (u *UserInterface) isWindowMaximized() (bool, error) {
|
|
a, err := u.window.GetAttrib(glfw.Maximized)
|
|
if err != nil {
|
|
return false, err
|
|
}
|
|
n, err := u.isNativeFullscreen()
|
|
if err != nil {
|
|
return false, err
|
|
}
|
|
return a == glfw.True && !n, nil
|
|
}
|
|
|
|
func (u *UserInterface) origWindowPos() (int, int) {
|
|
return u.origWindowPosX, u.origWindowPosY
|
|
}
|
|
|
|
func (u *UserInterface) setOrigWindowPos(x, y int) {
|
|
u.origWindowPosX = x
|
|
u.origWindowPosY = y
|
|
}
|
|
|
|
// setWindowMousePassthrough must be called from the main thread.
|
|
func (u *UserInterface) setWindowMousePassthrough(enabled bool) error {
|
|
if microsoftgdk.IsXbox() {
|
|
return nil
|
|
}
|
|
|
|
v := glfw.False
|
|
if enabled {
|
|
v = glfw.True
|
|
}
|
|
if err := u.window.SetAttrib(glfw.MousePassthrough, v); err != nil {
|
|
return err
|
|
}
|
|
return nil
|
|
}
|
|
|
|
func IsScreenTransparentAvailable() bool {
|
|
return true
|
|
}
|
|
|
|
func (u *UserInterface) RunOnMainThread(f func()) {
|
|
u.mainThread.Call(f)
|
|
}
|