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49c3c30c79
IsWindowBeingClosed reports whether the window is being closed by the user. SetWindowClosingHandled sets whether the window closing is handled or not. If the state is true, the window is not closed immediately by the user and the game can handle the closing state. In this case, the Update function should return an error in order to end the game. This change also adds examples/windowclosing. Closes #1574
279 lines
5.6 KiB
Go
279 lines
5.6 KiB
Go
// Copyright 2019 The Ebiten Authors
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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 (darwin || freebsd || linux || windows) && !android && !ios
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// +build darwin freebsd linux windows
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// +build !android
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// +build !ios
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package glfw
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import (
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"image"
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"github.com/hajimehoshi/ebiten/v2/internal/glfw"
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)
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type window struct {
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ui *UserInterface
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}
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func (w *window) IsDecorated() bool {
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if !w.ui.isRunning() {
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return w.ui.isInitWindowDecorated()
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}
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v := false
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_ = w.ui.t.Call(func() error {
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v = w.ui.window.GetAttrib(glfw.Decorated) == glfw.True
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return nil
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})
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return v
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}
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func (w *window) SetDecorated(decorated bool) {
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if !w.ui.isRunning() {
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w.ui.setInitWindowDecorated(decorated)
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return
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}
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_ = w.ui.t.Call(func() error {
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if w.ui.isNativeFullscreen() {
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return nil
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}
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w.ui.setWindowDecorated(decorated)
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return nil
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})
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}
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func (w *window) IsResizable() bool {
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if !w.ui.isRunning() {
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return w.ui.isInitWindowResizable()
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}
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v := false
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_ = w.ui.t.Call(func() error {
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v = w.ui.window.GetAttrib(glfw.Resizable) == glfw.True
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return nil
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})
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return v
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}
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func (w *window) SetResizable(resizable bool) {
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if !w.ui.isRunning() {
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w.ui.setInitWindowResizable(resizable)
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return
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}
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_ = w.ui.t.Call(func() error {
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if w.ui.isNativeFullscreen() {
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return nil
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}
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w.ui.setWindowResizable(resizable)
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return nil
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})
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}
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func (w *window) IsFloating() bool {
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if !w.ui.isRunning() {
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return w.ui.isInitWindowFloating()
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}
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var v bool
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_ = w.ui.t.Call(func() error {
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v = w.ui.window.GetAttrib(glfw.Floating) == glfw.True
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return nil
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})
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return v
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}
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func (w *window) SetFloating(floating bool) {
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if !w.ui.isRunning() {
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w.ui.setInitWindowFloating(floating)
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return
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}
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_ = w.ui.t.Call(func() error {
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if w.ui.isNativeFullscreen() {
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return nil
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}
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w.ui.setWindowFloating(floating)
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return nil
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})
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}
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func (w *window) IsMaximized() bool {
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if !w.ui.isRunning() {
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return w.ui.isInitWindowMaximized()
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}
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var v bool
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_ = w.ui.t.Call(func() error {
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v = w.ui.window.GetAttrib(glfw.Maximized) == glfw.True
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return nil
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})
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return v
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}
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func (w *window) Maximize() {
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if !w.IsResizable() {
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panic("glfw: a window to maximize must be resizable")
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}
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if !w.ui.isRunning() {
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w.ui.setInitWindowMaximized(true)
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return
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}
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_ = w.ui.t.Call(func() error {
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w.ui.maximizeWindow()
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return nil
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})
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}
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func (w *window) IsMinimized() bool {
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if !w.ui.isRunning() {
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return false
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}
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var v bool
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_ = w.ui.t.Call(func() error {
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v = w.ui.window.GetAttrib(glfw.Iconified) == glfw.True
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return nil
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})
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return v
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}
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func (w *window) Minimize() {
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if !w.ui.isRunning() {
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// Do nothing
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return
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}
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_ = w.ui.t.Call(func() error {
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w.ui.iconifyWindow()
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return nil
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})
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}
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func (w *window) Restore() {
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if !w.ui.isRunning() {
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// Do nothing
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return
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}
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_ = w.ui.t.Call(func() error {
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w.ui.restoreWindow()
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return nil
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})
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}
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func (w *window) Position() (int, int) {
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if !w.ui.isRunning() {
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panic("glfw: WindowPosition can't be called before the main loop starts")
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}
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x, y := 0, 0
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_ = w.ui.t.Call(func() error {
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var wx, wy int
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if w.ui.isFullscreen() {
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wx, wy = w.ui.origPosX, w.ui.origPosY
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} else {
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wx, wy = w.ui.window.GetPos()
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}
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mx, my := currentMonitor(w.ui.window).GetPos()
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wx -= mx
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wy -= my
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xf := w.ui.fromGLFWPixel(float64(wx))
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yf := w.ui.fromGLFWPixel(float64(wy))
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x, y = int(xf), int(yf)
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return nil
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})
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return x, y
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}
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func (w *window) SetPosition(x, y int) {
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if !w.ui.isRunning() {
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w.ui.setInitWindowPosition(x, y)
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return
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}
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_ = w.ui.t.Call(func() error {
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w.ui.setWindowPosition(x, y)
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return nil
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})
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}
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func (w *window) Size() (int, int) {
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if !w.ui.isRunning() {
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ww, wh := w.ui.getInitWindowSize()
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return w.ui.adjustWindowSizeBasedOnSizeLimitsInDP(ww, wh)
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}
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ww, wh := 0, 0
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_ = w.ui.t.Call(func() error {
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ww = int(w.ui.fromGLFWPixel(float64(w.ui.windowWidth)))
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wh = int(w.ui.fromGLFWPixel(float64(w.ui.windowHeight)))
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return nil
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})
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return ww, wh
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}
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func (w *window) SetSize(width, height int) {
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if !w.ui.isRunning() {
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w.ui.setInitWindowSize(width, height)
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return
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}
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_ = w.ui.t.Call(func() error {
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ww := int(w.ui.toGLFWPixel(float64(width)))
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wh := int(w.ui.toGLFWPixel(float64(height)))
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w.ui.setWindowSize(ww, wh, w.ui.isFullscreen())
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return nil
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})
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}
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func (w *window) SizeLimits() (minw, minh, maxw, maxh int) {
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return w.ui.getWindowSizeLimitsInDP()
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}
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func (w *window) SetSizeLimits(minw, minh, maxw, maxh int) {
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if !w.ui.setWindowSizeLimitsInDP(minw, minh, maxw, maxh) {
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return
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}
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if !w.ui.isRunning() {
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return
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}
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_ = w.ui.t.Call(func() error {
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w.ui.updateWindowSizeLimits()
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return nil
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})
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}
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func (w *window) SetIcon(iconImages []image.Image) {
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// The icons are actually set at (*UserInterface).loop.
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w.ui.setIconImages(iconImages)
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}
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func (w *window) SetTitle(title string) {
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if !w.ui.isRunning() {
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w.ui.setInitTitle(title)
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return
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}
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w.ui.title = title
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_ = w.ui.t.Call(func() error {
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w.ui.setWindowTitle(title)
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return nil
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})
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}
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func (w *window) IsBeingClosed() bool {
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return w.ui.isWindowBeingClosed()
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}
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func (w *window) SetClosingHandled(handled bool) {
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w.ui.setWindowClosingHandled(handled)
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}
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func (w *window) IsClosingHandled() bool {
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return w.ui.isWindowClosingHandled()
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}
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