ebiten/internal/ui/ui_glfw_windows.go

189 lines
5.0 KiB
Go

// Copyright 2016 Hajime Hoshi
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//go:build !nintendosdk
// +build !nintendosdk
package ui
import (
"errors"
"fmt"
"runtime"
"golang.org/x/sys/windows"
"github.com/hajimehoshi/ebiten/v2/internal/glfw"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/directx"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl"
"github.com/hajimehoshi/ebiten/v2/internal/microsoftgdk"
)
type graphicsDriverCreatorImpl struct {
transparent bool
}
func (g *graphicsDriverCreatorImpl) newAuto() (graphicsdriver.Graphics, GraphicsLibrary, error) {
d, err1 := g.newDirectX()
if err1 == nil {
return d, GraphicsLibraryDirectX, nil
}
o, err2 := g.newOpenGL()
if err2 == nil {
return o, GraphicsLibraryOpenGL, nil
}
return nil, GraphicsLibraryUnknown, fmt.Errorf("ui: failed to choose graphics drivers: DirectX: %v, OpenGL: %v", err1, err2)
}
func (*graphicsDriverCreatorImpl) newOpenGL() (graphicsdriver.Graphics, error) {
return opengl.NewGraphics()
}
func (g *graphicsDriverCreatorImpl) newDirectX() (graphicsdriver.Graphics, error) {
if g.transparent {
return nil, fmt.Errorf("ui: DirectX is not available with a transparent window")
}
return directx.NewGraphics()
}
func (*graphicsDriverCreatorImpl) newMetal() (graphicsdriver.Graphics, error) {
return nil, nil
}
// clearVideoModeScaleCache must be called from the main thread.
func clearVideoModeScaleCache() {}
// dipFromGLFWMonitorPixel must be called from the main thread.
func (u *userInterfaceImpl) dipFromGLFWMonitorPixel(x float64, monitor *glfw.Monitor) float64 {
return x / u.deviceScaleFactor(monitor)
}
// dipFromGLFWPixel must be called from the main thread.
func (u *userInterfaceImpl) dipFromGLFWPixel(x float64, monitor *glfw.Monitor) float64 {
return x / u.deviceScaleFactor(monitor)
}
// dipToGLFWPixel must be called from the main thread.
func (u *userInterfaceImpl) dipToGLFWPixel(x float64, monitor *glfw.Monitor) float64 {
return x * u.deviceScaleFactor(monitor)
}
func (u *userInterfaceImpl) adjustWindowPosition(x, y int, monitor *glfw.Monitor) (int, int) {
if microsoftgdk.IsXbox() {
return x, y
}
mx, my := monitor.GetPos()
// As the video width/height might be wrong,
// adjust x/y at least to enable to handle the window (#328)
if x < mx {
x = mx
}
t, err := _GetSystemMetrics(_SM_CYCAPTION)
if err != nil {
panic(err)
}
if y < my+int(t) {
y = my + int(t)
}
return x, y
}
func initialMonitorByOS() (*glfw.Monitor, error) {
if microsoftgdk.IsXbox() {
return glfw.GetPrimaryMonitor(), nil
}
px, py, err := _GetCursorPos()
if err != nil {
if errors.Is(err, windows.ERROR_ACCESS_DENIED) {
return nil, nil
}
return nil, err
}
x, y := int(px), int(py)
// Find the monitor including the cursor.
for _, m := range ensureMonitors() {
w, h := m.vm.Width, m.vm.Height
if x >= m.x && x < m.x+w && y >= m.y && y < m.y+h {
return m.m, nil
}
}
return nil, nil
}
func monitorFromWindowByOS(w *glfw.Window) *glfw.Monitor {
if microsoftgdk.IsXbox() {
return glfw.GetPrimaryMonitor()
}
return monitorFromWin32Window(windows.HWND(w.GetWin32Window()))
}
func monitorFromWin32Window(w windows.HWND) *glfw.Monitor {
// Get the current monitor by the window handle instead of the window position. It is because the window
// position is not relaiable in some cases e.g. when the window is put across multiple monitors.
m := _MonitorFromWindow(w, _MONITOR_DEFAULTTONEAREST)
if m == 0 {
// monitorFromWindow can return error on Wine. Ignore this.
return nil
}
mi, err := _GetMonitorInfoW(m)
if err != nil {
panic(err)
}
x, y := int(mi.rcMonitor.left), int(mi.rcMonitor.top)
for _, m := range ensureMonitors() {
if m.x == x && m.y == y {
return m.m
}
}
return nil
}
func (u *userInterfaceImpl) nativeWindow() uintptr {
return u.window.GetWin32Window()
}
func (u *userInterfaceImpl) isNativeFullscreen() bool {
return false
}
func (u *userInterfaceImpl) setNativeCursor(shape CursorShape) {
// TODO: Use native API in the future (#1571)
u.window.SetCursor(glfwSystemCursors[shape])
}
func (u *userInterfaceImpl) isNativeFullscreenAvailable() bool {
return false
}
func (u *userInterfaceImpl) setNativeFullscreen(fullscreen bool) {
panic(fmt.Sprintf("ui: setNativeFullscreen is not implemented in this environment: %s", runtime.GOOS))
}
func (u *userInterfaceImpl) adjustViewSize() {
}
func (u *userInterfaceImpl) setWindowResizingModeForOS(mode WindowResizingMode) {
}
func initializeWindowAfterCreation(w *glfw.Window) {
}