ebiten/internal/uidriver/glfw/ui.go
Hajime Hoshi 0a5126f776 uidriver/glfw: Bug fix: Do not use the window position for monitors
Especially in the initial phase before calling Run/RunGame, the
window position is not reliable and then getting the device scale
factor does not make sense based on the window position. Avoid
using the window position, and instead use the glfw.Monitor.
2020-03-28 21:13:30 +09:00

1053 lines
24 KiB
Go

// Copyright 2015 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.
// +build darwin freebsd linux windows
// +build !js
// +build !android
// +build !ios
package glfw
import (
"context"
"fmt"
"image"
"os"
"runtime"
"sync"
"time"
"unsafe"
"github.com/hajimehoshi/ebiten/internal/devicescale"
"github.com/hajimehoshi/ebiten/internal/driver"
"github.com/hajimehoshi/ebiten/internal/glfw"
"github.com/hajimehoshi/ebiten/internal/hooks"
"github.com/hajimehoshi/ebiten/internal/thread"
)
type UserInterface struct {
title string
window *glfw.Window
// windowWidth and windowHeight represents a window size.
// The unit is device-dependent pixels.
windowWidth int
windowHeight int
running bool
toChangeSize bool
origPosX int
origPosY int
runnableOnUnfocused bool
vsync bool
lastDeviceScaleFactor float64
initMonitor *glfw.Monitor
initTitle string
initFullscreenWidthInDP int
initFullscreenHeightInDP int
initFullscreen bool
initCursorMode driver.CursorMode
initWindowDecorated bool
initWindowResizable bool
initWindowPositionXInDP int
initWindowPositionYInDP int
initWindowWidthInDP int
initWindowHeightInDP int
initWindowFloating bool
initWindowMaximized bool
initScreenTransparent bool
initIconImages []image.Image
reqWidth int
reqHeight int
input Input
iwindow window
t *thread.Thread
m sync.RWMutex
}
const (
maxInt = int(^uint(0) >> 1)
minInt = -maxInt - 1
invalidPos = minInt
)
var (
theUI = &UserInterface{
origPosX: invalidPos,
origPosY: invalidPos,
initCursorMode: driver.CursorModeVisible,
initWindowDecorated: true,
initWindowPositionXInDP: invalidPos,
initWindowPositionYInDP: invalidPos,
initWindowWidthInDP: 640,
initWindowHeightInDP: 480,
vsync: true,
}
)
func init() {
theUI.input.ui = theUI
theUI.iwindow.ui = theUI
}
func Get() *UserInterface {
return theUI
}
func init() {
hideConsoleWindowOnWindows()
if err := initialize(); err != nil {
panic(err)
}
glfw.SetMonitorCallback(func(monitor *glfw.Monitor, event glfw.PeripheralEvent) {
cacheMonitors()
})
cacheMonitors()
}
func initialize() error {
if err := glfw.Init(); err != nil {
return err
}
glfw.WindowHint(glfw.Visible, glfw.False)
// Create a window to set the initial monitor.
w, err := glfw.CreateWindow(16, 16, "", nil, nil)
if err != nil {
return err
}
if w == nil {
// This can happen on Windows Remote Desktop (#903).
panic("glfw: glfw.CreateWindow must not return nil")
}
// Create a window and leave it as it is: this affects the result of currentMonitorFromPosition.
theUI.window = w
theUI.initMonitor = theUI.currentMonitor()
v := theUI.initMonitor.GetVideoMode()
theUI.initFullscreenWidthInDP = int(theUI.toDeviceIndependentPixel(float64(v.Width)))
theUI.initFullscreenHeightInDP = int(theUI.toDeviceIndependentPixel(float64(v.Height)))
return nil
}
type cachedMonitor struct {
m *glfw.Monitor
vm *glfw.VidMode
// Pos of monitor in virtual coords
x int
y int
}
// monitors is the monitor list cache for desktop glfw compile targets.
// populated by 'cacheMonitors' which is called on init and every
// monitor config change event.
//
// monitors must be manipulated on the main thread.
var monitors []*cachedMonitor
func cacheMonitors() {
monitors = nil
ms := glfw.GetMonitors()
for _, m := range ms {
x, y := m.GetPos()
monitors = append(monitors, &cachedMonitor{
m: m,
vm: m.GetVideoMode(),
x: x,
y: y,
})
}
}
// getCachedMonitor returns a monitor for the given window x/y
// returns false if monitor is not found.
//
// getCachedMonitor must be called on the main thread.
func getCachedMonitor(glfwMonitor *glfw.Monitor) (*cachedMonitor, bool) {
for _, m := range monitors {
if m.m == glfwMonitor {
return m, true
}
}
return nil, false
}
func (u *UserInterface) isRunning() bool {
u.m.RLock()
v := u.running
u.m.RUnlock()
return v
}
func (u *UserInterface) setRunning(running bool) {
u.m.Lock()
u.running = running
u.m.Unlock()
}
func (u *UserInterface) getInitTitle() string {
u.m.RLock()
v := u.initTitle
u.m.RUnlock()
return v
}
func (u *UserInterface) setInitTitle(title string) {
u.m.RLock()
u.initTitle = title
u.m.RUnlock()
}
func (u *UserInterface) isInitFullscreen() bool {
u.m.RLock()
v := u.initFullscreen
u.m.RUnlock()
return v
}
func (u *UserInterface) setInitFullscreen(initFullscreen bool) {
u.m.Lock()
u.initFullscreen = initFullscreen
u.m.Unlock()
}
func (u *UserInterface) getInitCursorMode() driver.CursorMode {
u.m.RLock()
v := u.initCursorMode
u.m.RUnlock()
return v
}
func (u *UserInterface) setInitCursorMode(mode driver.CursorMode) {
u.m.Lock()
u.initCursorMode = mode
u.m.Unlock()
}
func (u *UserInterface) isInitWindowDecorated() bool {
u.m.RLock()
v := u.initWindowDecorated
u.m.RUnlock()
return v
}
func (u *UserInterface) setInitWindowDecorated(decorated bool) {
u.m.Lock()
u.initWindowDecorated = decorated
u.m.Unlock()
}
func (u *UserInterface) isRunnableOnUnfocused() bool {
u.m.RLock()
v := u.runnableOnUnfocused
u.m.RUnlock()
return v
}
func (u *UserInterface) setRunnableOnUnfocused(runnableOnUnfocused bool) {
u.m.Lock()
u.runnableOnUnfocused = runnableOnUnfocused
u.m.Unlock()
}
func (u *UserInterface) isInitWindowResizable() bool {
u.m.RLock()
v := u.initWindowResizable
u.m.RUnlock()
return v
}
func (u *UserInterface) setInitWindowResizable(resizable bool) {
u.m.Lock()
u.initWindowResizable = resizable
u.m.Unlock()
}
func (u *UserInterface) isInitScreenTransparent() bool {
u.m.RLock()
v := u.initScreenTransparent
u.m.RUnlock()
return v
}
func (u *UserInterface) setInitScreenTransparent(transparent bool) {
u.m.RLock()
u.initScreenTransparent = transparent
u.m.RUnlock()
}
func (u *UserInterface) getInitIconImages() []image.Image {
u.m.RLock()
i := u.initIconImages
u.m.RUnlock()
return i
}
func (u *UserInterface) setInitIconImages(iconImages []image.Image) {
u.m.Lock()
u.initIconImages = iconImages
u.m.Unlock()
}
func (u *UserInterface) getInitWindowPosition() (int, int) {
u.m.RLock()
defer u.m.RUnlock()
if u.initWindowPositionXInDP != invalidPos && u.initWindowPositionYInDP != invalidPos {
return u.initWindowPositionXInDP, u.initWindowPositionYInDP
}
return invalidPos, invalidPos
}
func (u *UserInterface) setInitWindowPosition(x, y int) {
u.m.Lock()
defer u.m.Unlock()
u.initWindowPositionXInDP = x
u.initWindowPositionYInDP = y
}
func (u *UserInterface) getInitWindowSize() (int, int) {
u.m.Lock()
w, h := u.initWindowWidthInDP, u.initWindowHeightInDP
u.m.Unlock()
return w, h
}
func (u *UserInterface) setInitWindowSize(width, height int) {
u.m.Lock()
u.initWindowWidthInDP, u.initWindowHeightInDP = width, height
u.m.Unlock()
}
func (u *UserInterface) isInitWindowFloating() bool {
u.m.Lock()
f := u.initWindowFloating
u.m.Unlock()
return f
}
func (u *UserInterface) setInitWindowFloating(floating bool) {
u.m.Lock()
u.initWindowFloating = floating
u.m.Unlock()
}
func (u *UserInterface) isInitWindowMaximized() bool {
u.m.Lock()
f := u.initWindowMaximized
u.m.Unlock()
return f
}
func (u *UserInterface) setInitWindowMaximized(floating bool) {
u.m.Lock()
u.initWindowMaximized = floating
u.m.Unlock()
}
// toDeviceIndependentPixel must be called from the main thread.
func (u *UserInterface) toDeviceIndependentPixel(x float64) float64 {
return x / u.glfwScale()
}
// toDeviceDependentPixel must be called from the main thread.
func (u *UserInterface) toDeviceDependentPixel(x float64) float64 {
return x * u.glfwScale()
}
func (u *UserInterface) ScreenSizeInFullscreen() (int, int) {
if !u.isRunning() {
return u.initFullscreenWidthInDP, u.initFullscreenHeightInDP
}
var w, h int
_ = u.t.Call(func() error {
v := u.currentMonitor().GetVideoMode()
w = int(u.toDeviceIndependentPixel(float64(v.Width)))
h = int(u.toDeviceIndependentPixel(float64(v.Height)))
return nil
})
return w, h
}
// isFullscreen must be called from the main thread.
func (u *UserInterface) isFullscreen() bool {
if !u.isRunning() {
panic("glfw: isFullscreen can't be called before the main loop starts")
}
return u.window.GetMonitor() != nil
}
func (u *UserInterface) IsFullscreen() bool {
if !u.isRunning() {
return u.isInitFullscreen()
}
b := false
_ = u.t.Call(func() error {
b = u.isFullscreen()
return nil
})
return b
}
func (u *UserInterface) SetFullscreen(fullscreen bool) {
if !u.isRunning() {
u.setInitFullscreen(fullscreen)
return
}
var update bool
_ = u.t.Call(func() error {
update = u.isFullscreen() != fullscreen
return nil
})
if !update {
return
}
var w, h int
_ = u.t.Call(func() error {
w, h = u.windowWidth, u.windowHeight
return nil
})
u.setWindowSize(w, h, fullscreen, u.vsync)
}
func (u *UserInterface) IsFocused() bool {
if !u.isRunning() {
return false
}
var focused bool
_ = u.t.Call(func() error {
focused = u.window.GetAttrib(glfw.Focused) == glfw.True
return nil
})
return focused
}
func (u *UserInterface) SetRunnableOnUnfocused(runnableOnUnfocused bool) {
u.setRunnableOnUnfocused(runnableOnUnfocused)
}
func (u *UserInterface) IsRunnableOnUnfocused() bool {
return u.isRunnableOnUnfocused()
}
func (u *UserInterface) SetVsyncEnabled(enabled bool) {
if !u.isRunning() {
// In general, m is used for locking init* values.
// m is not used for updating vsync in setWindowSize so far, but
// it should be OK since any goroutines can't reach here when
// the game already starts and setWindowSize can be called.
u.m.Lock()
u.vsync = enabled
u.m.Unlock()
return
}
var w, h int
_ = u.t.Call(func() error {
w, h = u.windowWidth, u.windowHeight
return nil
})
u.setWindowSize(w, h, u.isFullscreen(), enabled)
}
func (u *UserInterface) IsVsyncEnabled() bool {
u.m.RLock()
r := u.vsync
u.m.RUnlock()
return r
}
func (u *UserInterface) CursorMode() driver.CursorMode {
if !u.isRunning() {
return u.getInitCursorMode()
}
var v driver.CursorMode
_ = u.t.Call(func() error {
mode := u.window.GetInputMode(glfw.CursorMode)
switch mode {
case glfw.CursorNormal:
v = driver.CursorModeVisible
case glfw.CursorHidden:
v = driver.CursorModeHidden
case glfw.CursorDisabled:
v = driver.CursorModeCaptured
default:
panic(fmt.Sprintf("invalid cursor mode: %d", mode))
}
return nil
})
return v
}
func (u *UserInterface) SetCursorMode(mode driver.CursorMode) {
if !u.isRunning() {
u.setInitCursorMode(mode)
return
}
_ = u.t.Call(func() error {
var c int
switch mode {
case driver.CursorModeVisible:
c = glfw.CursorNormal
case driver.CursorModeHidden:
c = glfw.CursorHidden
case driver.CursorModeCaptured:
c = glfw.CursorDisabled
default:
panic(fmt.Sprintf("invalid cursor mode: %d", mode))
}
u.window.SetInputMode(glfw.CursorMode, c)
return nil
})
}
func (u *UserInterface) DeviceScaleFactor() float64 {
if !u.isRunning() {
return devicescale.GetAt(u.initMonitor.GetPos())
}
f := 0.0
_ = u.t.Call(func() error {
f = u.deviceScaleFactor()
return nil
})
return f
}
// deviceScaleFactor must be called from the main thread.
func (u *UserInterface) deviceScaleFactor() float64 {
// Avoid calling monitor.GetPos if we have the monitor position cached already.
if cm, ok := getCachedMonitor(u.window.GetMonitor()); ok {
return devicescale.GetAt(cm.x, cm.y)
}
// TODO: When is this reached?
return devicescale.GetAt(u.currentMonitor().GetPos())
}
func init() {
// Lock the main thread.
runtime.LockOSThread()
}
func (u *UserInterface) Run(uicontext driver.UIContext) error {
// Initialize the main thread first so the thread is available at u.run (#809).
u.t = thread.New()
u.Graphics().SetThread(u.t)
ctx, cancel := context.WithCancel(context.Background())
ch := make(chan error, 1)
go func() {
defer cancel()
defer close(ch)
if err := u.run(uicontext); err != nil {
ch <- err
}
}()
u.setRunning(true)
u.t.Loop(ctx)
u.setRunning(false)
return <-ch
}
func (u *UserInterface) RunWithoutMainLoop(context driver.UIContext) {
panic("glfw: RunWithoutMainLoop is not implemented")
}
// createWindow creates a GLFW window.
//
// createWindow must be called from the main thread.
//
// createWindow does not set the position or size so far.
func (u *UserInterface) createWindow() error {
if u.window != nil {
panic("glfw: u.window must not exist at createWindow")
}
// As a start, create a window with temporary size to create OpenGL context thread.
window, err := glfw.CreateWindow(16, 16, "", nil, nil)
if err != nil {
return err
}
u.window = window
if u.Graphics().IsGL() {
u.window.MakeContextCurrent()
}
u.window.SetInputMode(glfw.StickyMouseButtonsMode, glfw.True)
u.window.SetInputMode(glfw.StickyKeysMode, glfw.True)
mode := glfw.CursorNormal
switch u.getInitCursorMode() {
case driver.CursorModeHidden:
mode = glfw.CursorHidden
case driver.CursorModeCaptured:
mode = glfw.CursorDisabled
}
u.window.SetInputMode(glfw.CursorMode, mode)
u.window.SetTitle(u.title)
// TODO: Set icons
u.window.SetSizeCallback(func(_ *glfw.Window, width, height int) {
if u.window.GetAttrib(glfw.Resizable) == glfw.False {
return
}
if u.isFullscreen() {
return
}
u.reqWidth = width
u.reqHeight = height
})
return nil
}
func (u *UserInterface) run(context driver.UIContext) error {
if err := u.t.Call(func() error {
// The window is created at initialize().
u.window.Destroy()
u.window = nil
if u.Graphics().IsGL() {
glfw.WindowHint(glfw.ContextVersionMajor, 2)
glfw.WindowHint(glfw.ContextVersionMinor, 1)
} else {
glfw.WindowHint(glfw.ClientAPI, glfw.NoAPI)
}
decorated := glfw.False
if u.isInitWindowDecorated() {
decorated = glfw.True
}
glfw.WindowHint(glfw.Decorated, decorated)
transparent := glfw.False
if u.isInitScreenTransparent() {
transparent = glfw.True
}
glfw.WindowHint(glfw.TransparentFramebuffer, transparent)
u.Graphics().SetTransparent(u.isInitScreenTransparent())
resizable := glfw.False
if u.isInitWindowResizable() {
resizable = glfw.True
}
glfw.WindowHint(glfw.Resizable, resizable)
floating := glfw.False
if u.isInitWindowFloating() {
floating = glfw.True
}
glfw.WindowHint(glfw.Floating, floating)
maximized := glfw.False
if u.isInitWindowMaximized() {
maximized = glfw.True
}
glfw.WindowHint(glfw.Maximized, maximized)
// Set the window visible explicitly or the application freezes on Wayland (#974).
if os.Getenv("WAYLAND_DISPLAY") != "" {
glfw.WindowHint(glfw.Visible, glfw.True)
}
if err := u.createWindow(); err != nil {
return err
}
if i := u.getInitIconImages(); i != nil {
u.window.SetIcon(i)
}
return nil
}); err != nil {
return err
}
u.iwindow.SetPosition(u.getInitWindowPosition())
ww, wh := u.getInitWindowSize()
ww = int(u.toDeviceDependentPixel(float64(ww)))
wh = int(u.toDeviceDependentPixel(float64(wh)))
u.setWindowSize(ww, wh, u.isFullscreen(), u.vsync)
_ = u.t.Call(func() error {
u.title = u.getInitTitle()
u.window.SetTitle(u.title)
u.window.Show()
return nil
})
var w unsafe.Pointer
_ = u.t.Call(func() error {
w = u.nativeWindow()
return nil
})
if g, ok := u.Graphics().(interface{ SetWindow(unsafe.Pointer) }); ok {
g.SetWindow(w)
}
return u.loop(context)
}
func (u *UserInterface) updateSize(context driver.UIContext) {
var w, h int
_ = u.t.Call(func() error {
w, h = u.windowWidth, u.windowHeight
return nil
})
u.setWindowSize(w, h, u.isFullscreen(), u.vsync)
sizeChanged := false
_ = u.t.Call(func() error {
if !u.toChangeSize {
return nil
}
u.toChangeSize = false
sizeChanged = true
return nil
})
if sizeChanged {
var w, h float64
_ = u.t.Call(func() error {
var ww, wh int
if u.isFullscreen() {
v := u.currentMonitor().GetVideoMode()
ww = v.Width
wh = v.Height
} else {
ww, wh = u.windowWidth, u.windowHeight
}
w = u.toDeviceIndependentPixel(float64(ww))
h = u.toDeviceIndependentPixel(float64(wh))
return nil
})
context.Layout(w, h)
}
}
func (u *UserInterface) update(context driver.UIContext) error {
shouldClose := false
_ = u.t.Call(func() error {
shouldClose = u.window.ShouldClose()
return nil
})
if shouldClose {
return driver.RegularTermination
}
if u.isInitFullscreen() {
var w, h int
_ = u.t.Call(func() error {
w, h = u.window.GetSize()
return nil
})
u.setWindowSize(w, h, true, u.vsync)
u.setInitFullscreen(false)
}
// This call is needed for initialization.
u.updateSize(context)
_ = u.t.Call(func() error {
glfw.PollEvents()
return nil
})
u.input.update(u.window, context)
_ = u.t.Call(func() error {
defer hooks.ResumeAudio()
for !u.isRunnableOnUnfocused() && u.window.GetAttrib(glfw.Focused) == 0 {
hooks.SuspendAudio()
// Wait for an arbitrary period to avoid busy loop.
time.Sleep(time.Second / 60)
glfw.PollEvents()
if u.window.ShouldClose() {
return nil
}
}
return nil
})
if err := context.Update(func() {
// The offscreens must be updated every frame (#490).
u.updateSize(context)
}); err != nil {
return err
}
// Update the screen size when the window is resizable.
var w, h int
_ = u.t.Call(func() error {
w, h = u.reqWidth, u.reqHeight
return nil
})
if w != 0 || h != 0 {
u.setWindowSize(w, h, u.isFullscreen(), u.vsync)
}
_ = u.t.Call(func() error {
u.reqWidth = 0
u.reqHeight = 0
return nil
})
return nil
}
func (u *UserInterface) loop(context driver.UIContext) error {
defer func() {
_ = u.t.Call(func() error {
glfw.Terminate()
return nil
})
}()
for {
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" {
unfocused = u.window.GetAttrib(glfw.Focused) == glfw.False
}
var t1, t2 time.Time
if unfocused {
t1 = time.Now()
}
if err := u.update(context); err != nil {
return err
}
_ = u.t.Call(func() error {
u.swapBuffers()
return nil
})
if unfocused {
t2 = time.Now()
}
// When a window is not focused, SwapBuffers might return immediately and CPU might be busy.
// Mitigate this by sleeping (#982).
if unfocused {
d := t2.Sub(t1)
const wait = time.Second / 60
if d < wait {
time.Sleep(wait - d)
}
}
}
}
// swapBuffers must be called from the main thread.
func (u *UserInterface) swapBuffers() {
if u.Graphics().IsGL() {
u.window.SwapBuffers()
}
}
func (u *UserInterface) setWindowSize(width, height int, fullscreen bool, vsync bool) {
windowRecreated := false
_ = u.t.Call(func() error {
if u.windowWidth == width && u.windowHeight == height && u.isFullscreen() == fullscreen && u.vsync == vsync && u.lastDeviceScaleFactor == u.deviceScaleFactor() {
return nil
}
if width < 1 {
width = 1
}
if height < 1 {
height = 1
}
u.vsync = vsync
u.lastDeviceScaleFactor = u.deviceScaleFactor()
// To make sure the current existing framebuffers are rendered,
// swap buffers here before SetSize is called.
u.swapBuffers()
if fullscreen {
if u.origPosX == invalidPos || u.origPosY == invalidPos {
u.origPosX, u.origPosY = u.window.GetPos()
}
m := u.currentMonitor()
v := m.GetVideoMode()
u.window.SetMonitor(m, 0, 0, v.Width, v.Height, v.RefreshRate)
// Swapping buffer is necesary to prevent the image lag (#1004).
// TODO: This might not work when vsync is disabled.
if u.Graphics().IsGL() {
glfw.PollEvents()
u.swapBuffers()
}
} else {
if u.window.GetMonitor() != nil {
if u.Graphics().IsGL() {
// When OpenGL is used, swapping buffer is enough to solve the image-lag
// issue (#1004). Rather, recreating window destroys GPU resources.
// TODO: This might not work when vsync is disabled.
u.window.SetMonitor(nil, 0, 0, 16, 16, 0)
glfw.PollEvents()
u.swapBuffers()
} else {
// Recreate the window since an image lag remains after coming back from
// fullscreen (#1004).
if u.window != nil {
u.window.Destroy()
u.window = nil
}
if err := u.createWindow(); err != nil {
// TODO: This should return an error.
panic(fmt.Sprintf("glfw: failed to recreate window: %v", err))
}
u.window.Show()
windowRecreated = true
}
}
// 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.
minWindowWidth := int(u.toDeviceDependentPixel(126))
if u.window.GetAttrib(glfw.Decorated) == glfw.False {
minWindowWidth = 1
}
if width < minWindowWidth {
width = minWindowWidth
}
if u.origPosX != invalidPos && u.origPosY != invalidPos {
x := u.origPosX
y := u.origPosY
u.window.SetPos(x, y)
// Dirty hack for macOS (#703). Rendering doesn't work correctly with one SetPos, but
// work with two or more SetPos.
if runtime.GOOS == "darwin" {
u.window.SetPos(x+1, y)
u.window.SetPos(x, y)
}
u.origPosX = invalidPos
u.origPosY = invalidPos
}
// 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 := u.window.GetSize()
newW := width
newH := height
if oldW != newW || oldH != newH {
ch := make(chan struct{})
u.window.SetFramebufferSizeCallback(func(_ *glfw.Window, _, _ int) {
u.window.SetFramebufferSizeCallback(nil)
close(ch)
})
u.window.SetSize(newW, newH)
event:
for {
glfw.PollEvents()
select {
case <-ch:
break event
default:
}
}
}
// Window title might be lost on macOS after coming back from fullscreen.
u.window.SetTitle(u.title)
}
// As width might be updated, update windowWidth/Height here.
u.windowWidth = width
u.windowHeight = height
if u.Graphics().IsGL() {
// 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.vsync {
glfw.SwapInterval(1)
} else {
glfw.SwapInterval(0)
}
}
u.Graphics().SetVsyncEnabled(vsync)
u.toChangeSize = true
return nil
})
if windowRecreated {
if g, ok := u.Graphics().(interface{ SetWindow(unsafe.Pointer) }); ok {
g.SetWindow(u.nativeWindow())
}
}
}
// currentMonitor returns the monitor most suitable with the current window.
//
// currentMonitor must be called on the main thread.
func (u *UserInterface) currentMonitor() *glfw.Monitor {
if w := u.window; w != nil {
// TODO: When is the monitor nil?
if m := w.GetMonitor(); m != nil {
return m
}
}
// Get the monitor which the current window belongs to. This requires OS API.
return u.currentMonitorFromPosition()
}
func (u *UserInterface) SetScreenTransparent(transparent bool) {
if !u.isRunning() {
u.setInitScreenTransparent(transparent)
return
}
panic("glfw: SetScreenTransparent can't be called after the main loop starts")
}
func (u *UserInterface) IsScreenTransparent() bool {
if !u.isRunning() {
return u.isInitScreenTransparent()
}
val := false
_ = u.t.Call(func() error {
val = u.window.GetAttrib(glfw.TransparentFramebuffer) == glfw.True
return nil
})
return val
}
func (u *UserInterface) Input() driver.Input {
return &u.input
}
func (u *UserInterface) Window() driver.Window {
return &u.iwindow
}