mirror of
https://github.com/hajimehoshi/ebiten.git
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95f1ef0fb9
Closes #2527
1535 lines
39 KiB
Go
1535 lines
39 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
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package ui
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import (
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stdcontext "context"
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"errors"
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"fmt"
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"image"
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"os"
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"runtime"
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"sync"
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"sync/atomic"
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"time"
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"github.com/hajimehoshi/ebiten/v2/internal/devicescale"
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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/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/hooks"
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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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running uint32
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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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windowBeingClosed bool
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windowResizingMode WindowResizingMode
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inFrame uint32
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// err must be accessed from the main thread.
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err error
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lastDeviceScaleFactor float64
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// These values are not changed after initialized.
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// TODO: the fullscreen size should be updated when the initial window position is changed?
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initMonitor *glfw.Monitor
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initDeviceScaleFactor float64
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initFullscreenWidthInDIP int
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initFullscreenHeightInDIP int
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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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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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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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framebufferSizeCallbackCh chan struct{}
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glContextSetOnce sync.Once
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mainThread threadInterface
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renderThread threadInterface
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m sync.RWMutex
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}
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type threadInterface interface {
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Loop(ctx stdcontext.Context) error
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Call(f func())
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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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theUI.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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fpsMode: FPSModeVsyncOn,
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origWindowPosX: invalidPos,
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origWindowPosY: invalidPos,
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}
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theUI.iwindow.ui = &theUI.userInterfaceImpl
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}
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func init() {
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hideConsoleWindowOnWindows()
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if err := initialize(); err != nil {
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panic(err)
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}
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glfw.SetMonitorCallback(glfw.ToMonitorCallback(func(monitor *glfw.Monitor, event glfw.PeripheralEvent) {
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updateMonitors()
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}))
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updateMonitors()
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}
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var glfwSystemCursors = map[CursorShape]*glfw.Cursor{}
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func initialize() 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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glfw.WindowHint(glfw.Visible, glfw.False)
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glfw.WindowHint(glfw.ClientAPI, glfw.NoAPI)
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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 = glfw.GetPrimaryMonitor()
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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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theUI.initMonitor = m
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theUI.initDeviceScaleFactor = theUI.deviceScaleFactor(m)
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// GetVideoMode must be called from the main thread, then call this here and record
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// initFullscreen{Width,Height}InDIP.
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v := m.GetVideoMode()
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theUI.initFullscreenWidthInDIP = int(theUI.dipFromGLFWMonitorPixel(float64(v.Width), m))
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theUI.initFullscreenHeightInDIP = int(theUI.dipFromGLFWMonitorPixel(float64(v.Height), 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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glfwSystemCursors[CursorShapeText] = glfw.CreateStandardCursor(glfw.IBeamCursor)
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glfwSystemCursors[CursorShapeCrosshair] = glfw.CreateStandardCursor(glfw.CrosshairCursor)
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glfwSystemCursors[CursorShapePointer] = glfw.CreateStandardCursor(glfw.HandCursor)
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glfwSystemCursors[CursorShapeEWResize] = glfw.CreateStandardCursor(glfw.HResizeCursor)
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glfwSystemCursors[CursorShapeNSResize] = glfw.CreateStandardCursor(glfw.VResizeCursor)
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return nil
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}
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type monitor struct {
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m *glfw.Monitor
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vm *glfw.VidMode
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// Pos of monitor in virtual coords
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x int
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y int
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}
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// monitors is the monitor list cache for desktop glfw compile targets.
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// populated by 'updateMonitors' which is called on init and every
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// monitor config change event.
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//
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// monitors must be manipulated on the main thread.
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var monitors []*monitor
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func updateMonitors() {
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monitors = nil
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ms := glfw.GetMonitors()
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for _, m := range ms {
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x, y := m.GetPos()
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monitors = append(monitors, &monitor{
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m: m,
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vm: m.GetVideoMode(),
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x: x,
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y: y,
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})
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}
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clearVideoModeScaleCache()
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devicescale.ClearCache()
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}
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func ensureMonitors() []*monitor {
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if len(monitors) == 0 {
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updateMonitors()
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}
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return monitors
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}
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// getMonitorFromPosition returns a monitor for the given window x/y,
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// or returns nil if monitor is not found.
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//
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// getMonitorFromPosition must be called on the main thread.
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func getMonitorFromPosition(wx, wy int) *monitor {
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for _, m := range ensureMonitors() {
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// TODO: Fix incorrectness in the cases of https://github.com/glfw/glfw/issues/1961.
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// See also internal/devicescale/impl_desktop.go for a maybe better way of doing this.
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if m.x <= wx && wx < m.x+m.vm.Width && m.y <= wy && wy < m.y+m.vm.Height {
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return m
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}
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}
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return nil
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}
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func (u *userInterfaceImpl) isRunning() bool {
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return atomic.LoadUint32(&u.running) != 0
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}
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func (u *userInterfaceImpl) setRunning(running bool) {
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if running {
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atomic.StoreUint32(&u.running, 1)
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} else {
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atomic.StoreUint32(&u.running, 0)
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}
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}
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func (u *userInterfaceImpl) 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 *userInterfaceImpl) 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 *userInterfaceImpl) 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 *userInterfaceImpl) 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 *userInterfaceImpl) 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 *userInterfaceImpl) 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 *userInterfaceImpl) 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 *userInterfaceImpl) 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 *userInterfaceImpl) 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 *userInterfaceImpl) 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 *userInterfaceImpl) 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 *userInterfaceImpl) 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 *userInterfaceImpl) 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 *userInterfaceImpl) getIconImages() []image.Image {
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u.m.RLock()
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i := u.iconImages
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u.m.RUnlock()
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return i
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}
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func (u *userInterfaceImpl) setIconImages(iconImages []image.Image) {
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u.m.Lock()
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u.iconImages = iconImages
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u.m.Unlock()
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}
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func (u *userInterfaceImpl) 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 *userInterfaceImpl) 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 *userInterfaceImpl) 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.Lock()
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w, h := u.initWindowWidthInDIP, u.initWindowHeightInDIP
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u.m.Unlock()
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return w, h
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}
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func (u *userInterfaceImpl) 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 *userInterfaceImpl) 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 *userInterfaceImpl) 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 *userInterfaceImpl) 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 *userInterfaceImpl) 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 *userInterfaceImpl) isWindowClosingHandled() bool {
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u.m.RLock()
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v := u.windowClosingHandled
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u.m.RUnlock()
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return v
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}
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func (u *userInterfaceImpl) setWindowClosingHandled(handled bool) {
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u.m.Lock()
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u.windowClosingHandled = handled
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u.m.Unlock()
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}
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func (u *userInterfaceImpl) isWindowBeingClosed() bool {
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u.m.RLock()
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v := u.windowBeingClosed
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u.m.RUnlock()
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return v
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}
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func (u *userInterfaceImpl) ScreenSizeInFullscreen() (int, int) {
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if !u.isRunning() {
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return u.initFullscreenWidthInDIP, u.initFullscreenHeightInDIP
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}
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var w, h int
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u.mainThread.Call(func() {
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m := u.currentMonitor()
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if m == nil {
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return
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}
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v := m.GetVideoMode()
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w = int(u.dipFromGLFWMonitorPixel(float64(v.Width), m))
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h = int(u.dipFromGLFWMonitorPixel(float64(v.Height), m))
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})
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return w, h
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}
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// isFullscreen must be called from the main thread.
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func (u *userInterfaceImpl) isFullscreen() bool {
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if !u.isRunning() {
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panic("ui: isFullscreen can't be called before the main loop starts")
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}
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return u.window.GetMonitor() != nil || u.isNativeFullscreen()
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}
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func (u *userInterfaceImpl) IsFullscreen() bool {
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if microsoftgdk.IsXbox() {
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return false
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}
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if !u.isRunning() {
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return u.isInitFullscreen()
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}
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b := false
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u.mainThread.Call(func() {
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b = u.isFullscreen()
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})
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return b
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}
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func (u *userInterfaceImpl) SetFullscreen(fullscreen bool) {
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if microsoftgdk.IsXbox() {
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return
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}
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if !u.isRunning() {
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u.setInitFullscreen(fullscreen)
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return
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}
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u.mainThread.Call(func() {
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if u.isFullscreen() == fullscreen {
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return
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}
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u.setFullscreen(fullscreen)
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})
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}
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func (u *userInterfaceImpl) IsFocused() bool {
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if !u.isRunning() {
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return false
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}
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var focused bool
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u.mainThread.Call(func() {
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focused = u.window.GetAttrib(glfw.Focused) == glfw.True
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})
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return focused
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}
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|
|
func (u *userInterfaceImpl) SetRunnableOnUnfocused(runnableOnUnfocused bool) {
|
|
u.setRunnableOnUnfocused(runnableOnUnfocused)
|
|
}
|
|
|
|
func (u *userInterfaceImpl) IsRunnableOnUnfocused() bool {
|
|
return u.isRunnableOnUnfocused()
|
|
}
|
|
|
|
func (u *userInterfaceImpl) SetFPSMode(mode FPSModeType) {
|
|
if !u.isRunning() {
|
|
u.m.Lock()
|
|
u.fpsMode = mode
|
|
u.m.Unlock()
|
|
return
|
|
}
|
|
u.mainThread.Call(func() {
|
|
if !u.fpsModeInited {
|
|
u.fpsMode = mode
|
|
return
|
|
}
|
|
u.setFPSMode(mode)
|
|
})
|
|
}
|
|
|
|
func (u *userInterfaceImpl) ScheduleFrame() {
|
|
if !u.isRunning() {
|
|
return
|
|
}
|
|
// As the main thread can be blocked, do not check the current FPS mode.
|
|
// PostEmptyEvent is concurrent safe.
|
|
glfw.PostEmptyEvent()
|
|
}
|
|
|
|
func (u *userInterfaceImpl) CursorMode() CursorMode {
|
|
if !u.isRunning() {
|
|
return u.getInitCursorMode()
|
|
}
|
|
|
|
var mode int
|
|
u.mainThread.Call(func() {
|
|
mode = u.window.GetInputMode(glfw.CursorMode)
|
|
})
|
|
|
|
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 *userInterfaceImpl) SetCursorMode(mode CursorMode) {
|
|
if !u.isRunning() {
|
|
u.setInitCursorMode(mode)
|
|
return
|
|
}
|
|
u.mainThread.Call(func() {
|
|
u.window.SetInputMode(glfw.CursorMode, driverCursorModeToGLFWCursorMode(mode))
|
|
if mode == CursorModeVisible {
|
|
u.setNativeCursor(u.getCursorShape())
|
|
}
|
|
})
|
|
}
|
|
|
|
func (u *userInterfaceImpl) CursorShape() CursorShape {
|
|
return u.getCursorShape()
|
|
}
|
|
|
|
func (u *userInterfaceImpl) SetCursorShape(shape CursorShape) {
|
|
old := u.setCursorShape(shape)
|
|
if old == shape {
|
|
return
|
|
}
|
|
if !u.isRunning() {
|
|
return
|
|
}
|
|
u.mainThread.Call(func() {
|
|
u.setNativeCursor(shape)
|
|
})
|
|
}
|
|
|
|
func (u *userInterfaceImpl) DeviceScaleFactor() float64 {
|
|
if !u.isRunning() {
|
|
return u.initDeviceScaleFactor
|
|
}
|
|
|
|
f := 0.0
|
|
u.mainThread.Call(func() {
|
|
f = u.deviceScaleFactor(u.currentMonitor())
|
|
})
|
|
return f
|
|
}
|
|
|
|
// deviceScaleFactor must be called from the main thread.
|
|
func (u *userInterfaceImpl) deviceScaleFactor(monitor *glfw.Monitor) float64 {
|
|
// It is rare, but monitor can be nil when glfw.GetPrimaryMonitor returns nil.
|
|
// In this case, return 1 as a tentative scale (#1878).
|
|
if monitor == nil {
|
|
return 1
|
|
}
|
|
|
|
mx, my := monitor.GetPos()
|
|
return devicescale.GetAt(mx, my)
|
|
}
|
|
|
|
func init() {
|
|
// Lock the main thread.
|
|
runtime.LockOSThread()
|
|
}
|
|
|
|
// createWindow creates a GLFW window.
|
|
//
|
|
// width and height are in GLFW pixels (not device-independent pixels).
|
|
//
|
|
// createWindow must be called from the main thread.
|
|
//
|
|
// createWindow does not set the position or size so far.
|
|
func (u *userInterfaceImpl) createWindow(width, height int) error {
|
|
if u.window != nil {
|
|
panic("ui: 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(width, height, "", nil, nil)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
initializeWindowAfterCreation(window)
|
|
u.window = window
|
|
|
|
// Even just after a window creation, FramebufferSize callback might be invoked (#1847).
|
|
// Ensure to consume this callback.
|
|
u.waitForFramebufferSizeCallback(u.window, nil)
|
|
|
|
u.window.SetInputMode(glfw.CursorMode, driverCursorModeToGLFWCursorMode(u.getInitCursorMode()))
|
|
u.window.SetCursor(glfwSystemCursors[u.getCursorShape()])
|
|
u.window.SetTitle(u.title)
|
|
// Icons are set after every frame. They don't have to be cared here.
|
|
|
|
u.updateWindowSizeLimits()
|
|
|
|
return nil
|
|
}
|
|
|
|
func (u *userInterfaceImpl) beginFrame() {
|
|
atomic.StoreUint32(&u.inFrame, 1)
|
|
}
|
|
|
|
func (u *userInterfaceImpl) endFrame() {
|
|
atomic.StoreUint32(&u.inFrame, 0)
|
|
}
|
|
|
|
// registerWindowCloseCallback must be called from the main thread.
|
|
func (u *userInterfaceImpl) registerWindowCloseCallback() {
|
|
if u.closeCallback == nil {
|
|
u.closeCallback = glfw.ToCloseCallback(func(_ *glfw.Window) {
|
|
u.m.Lock()
|
|
u.windowBeingClosed = true
|
|
u.m.Unlock()
|
|
|
|
if !u.isWindowClosingHandled() {
|
|
return
|
|
}
|
|
u.window.Focus()
|
|
u.window.SetShouldClose(false)
|
|
})
|
|
}
|
|
u.window.SetCloseCallback(u.closeCallback)
|
|
}
|
|
|
|
// registerWindowFramebufferSizeCallback must be called from the main thread.
|
|
func (u *userInterfaceImpl) registerWindowFramebufferSizeCallback() {
|
|
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 = glfw.ToFramebufferSizeCallback(func(_ *glfw.Window, w, h int) {
|
|
if u.isFullscreen() {
|
|
return
|
|
}
|
|
if u.window.GetAttrib(glfw.Iconified) == glfw.True {
|
|
return
|
|
}
|
|
|
|
// The framebuffer size is always scaled by the device scale factor (#1975).
|
|
// See also the implementation in uiContext.updateOffscreen.
|
|
s := u.deviceScaleFactor(u.currentMonitor())
|
|
ww := int(float64(w) / s)
|
|
wh := int(float64(h) / s)
|
|
u.setWindowSizeInDIP(ww, wh, false)
|
|
})
|
|
}
|
|
u.window.SetFramebufferSizeCallback(u.defaultFramebufferSizeCallback)
|
|
}
|
|
|
|
// 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 *userInterfaceImpl) waitForFramebufferSizeCallback(window *glfw.Window, f func()) {
|
|
u.framebufferSizeCallbackCh = make(chan struct{}, 1)
|
|
|
|
if u.framebufferSizeCallback == nil {
|
|
u.framebufferSizeCallback = glfw.ToFramebufferSizeCallback(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:
|
|
}
|
|
})
|
|
}
|
|
window.SetFramebufferSizeCallback(u.framebufferSizeCallback)
|
|
|
|
if f != nil {
|
|
f()
|
|
}
|
|
|
|
// Use the timeout as FramebufferSize event might not be fired (#1618).
|
|
t := time.NewTimer(100 * time.Millisecond)
|
|
defer t.Stop()
|
|
|
|
event:
|
|
for {
|
|
glfw.PollEvents()
|
|
select {
|
|
case <-u.framebufferSizeCallbackCh:
|
|
break event
|
|
case <-t.C:
|
|
break event
|
|
default:
|
|
time.Sleep(time.Millisecond)
|
|
}
|
|
}
|
|
window.SetFramebufferSizeCallback(u.defaultFramebufferSizeCallback)
|
|
|
|
close(u.framebufferSizeCallbackCh)
|
|
u.framebufferSizeCallbackCh = nil
|
|
}
|
|
|
|
func (u *userInterfaceImpl) initOnMainThread(options *RunOptions) error {
|
|
glfw.WindowHint(glfw.AutoIconify, glfw.False)
|
|
|
|
decorated := glfw.False
|
|
if u.isInitWindowDecorated() {
|
|
decorated = glfw.True
|
|
}
|
|
glfw.WindowHint(glfw.Decorated, decorated)
|
|
|
|
glfwTransparent := glfw.False
|
|
if options.ScreenTransparent {
|
|
glfwTransparent = glfw.True
|
|
}
|
|
glfw.WindowHint(glfw.TransparentFramebuffer, glfwTransparent)
|
|
|
|
g, err := newGraphicsDriver(&graphicsDriverCreatorImpl{
|
|
transparent: options.ScreenTransparent,
|
|
}, options.GraphicsLibrary)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
u.graphicsDriver = g
|
|
u.graphicsDriver.SetTransparent(options.ScreenTransparent)
|
|
|
|
if u.graphicsDriver.IsGL() {
|
|
u.graphicsDriver.(interface{ SetGLFWClientAPI() }).SetGLFWClientAPI()
|
|
} else {
|
|
glfw.WindowHint(glfw.ClientAPI, glfw.NoAPI)
|
|
}
|
|
|
|
// 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
|
|
}
|
|
glfw.WindowHint(glfw.Resizable, resizable)
|
|
|
|
floating := glfw.False
|
|
if u.isInitWindowFloating() {
|
|
floating = glfw.True
|
|
}
|
|
glfw.WindowHint(glfw.Floating, floating)
|
|
|
|
focused := glfw.True
|
|
if options.InitUnfocused {
|
|
focused = glfw.False
|
|
}
|
|
glfw.WindowHint(glfw.FocusOnShow, focused)
|
|
|
|
// Set the window visible explicitly or the application freezes on Wayland (#974).
|
|
if os.Getenv("WAYLAND_DISPLAY") != "" {
|
|
glfw.WindowHint(glfw.Visible, glfw.True)
|
|
}
|
|
|
|
ww, wh := u.getInitWindowSizeInDIP()
|
|
initW := int(u.dipToGLFWPixel(float64(ww), u.initMonitor))
|
|
initH := int(u.dipToGLFWPixel(float64(wh), u.initMonitor))
|
|
if err := u.createWindow(initW, initH); err != nil {
|
|
return err
|
|
}
|
|
|
|
// The position must be set before the size is set (#1982).
|
|
// setWindowSize refers the current monitor's device scale.
|
|
// TODO: currentMonitor is very hard to use correctly. Refactor this.
|
|
wx, wy := u.getInitWindowPositionInDIP()
|
|
// Force to put the window in the initial monitor (#1575).
|
|
if wx < 0 {
|
|
wx = 0
|
|
}
|
|
if wy < 0 {
|
|
wy = 0
|
|
}
|
|
if max := u.initFullscreenWidthInDIP - ww; wx >= max {
|
|
wx = max
|
|
}
|
|
if max := u.initFullscreenHeightInDIP - wh; wy >= max {
|
|
wy = max
|
|
}
|
|
u.setWindowPositionInDIP(wx, wy, u.initMonitor)
|
|
u.setWindowSizeInDIP(ww, wh, true)
|
|
|
|
// Maximizing a window requires a proper size and position. Call Maximize here (#1117).
|
|
if u.isInitWindowMaximized() {
|
|
u.window.Maximize()
|
|
}
|
|
|
|
u.setWindowResizingModeForOS(u.windowResizingMode)
|
|
|
|
if options.SkipTaskbar {
|
|
// Ignore the error.
|
|
_ = u.skipTaskbar()
|
|
}
|
|
|
|
u.window.Show()
|
|
|
|
if g, ok := u.graphicsDriver.(interface{ SetWindow(uintptr) }); ok {
|
|
g.SetWindow(u.nativeWindow())
|
|
}
|
|
|
|
gamepad.SetNativeWindow(u.nativeWindow())
|
|
|
|
// Register callbacks after the window initialization done.
|
|
// The callback might cause swapping frames, that assumes the window is already set (#2137).
|
|
u.registerWindowCloseCallback()
|
|
u.registerWindowFramebufferSizeCallback()
|
|
u.registerInputCallbacks()
|
|
|
|
return nil
|
|
}
|
|
|
|
func (u *userInterfaceImpl) outsideSize() (float64, float64) {
|
|
if u.isFullscreen() && !u.isNativeFullscreen() {
|
|
// 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
|
|
if m := u.currentMonitor(); m != nil {
|
|
v := m.GetVideoMode()
|
|
ww, wh := v.Width, v.Height
|
|
w = u.dipFromGLFWMonitorPixel(float64(ww), m)
|
|
h = u.dipFromGLFWMonitorPixel(float64(wh), m)
|
|
}
|
|
return w, h
|
|
}
|
|
|
|
if u.window.GetAttrib(glfw.Iconified) == glfw.True {
|
|
return float64(u.origWindowWidthInDIP), float64(u.origWindowHeightInDIP)
|
|
}
|
|
|
|
// 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 := u.window.GetSize()
|
|
w := u.dipFromGLFWPixel(float64(ww), u.currentMonitor())
|
|
h := u.dipFromGLFWPixel(float64(wh), u.currentMonitor())
|
|
return w, h
|
|
}
|
|
|
|
// setFPSMode must be called from the main thread.
|
|
func (u *userInterfaceImpl) setFPSMode(fpsMode FPSModeType) {
|
|
needUpdate := u.fpsMode != fpsMode || !u.fpsModeInited
|
|
u.fpsMode = fpsMode
|
|
u.fpsModeInited = true
|
|
|
|
if !needUpdate {
|
|
return
|
|
}
|
|
|
|
sticky := glfw.True
|
|
if fpsMode == FPSModeVsyncOffMinimum {
|
|
sticky = glfw.False
|
|
}
|
|
u.window.SetInputMode(glfw.StickyMouseButtonsMode, sticky)
|
|
u.window.SetInputMode(glfw.StickyKeysMode, sticky)
|
|
}
|
|
|
|
// update must be called from the main thread.
|
|
func (u *userInterfaceImpl) update() (float64, float64, error) {
|
|
if u.err != nil {
|
|
return 0, 0, u.err
|
|
}
|
|
|
|
if u.window.ShouldClose() {
|
|
return 0, 0, RegularTermination
|
|
}
|
|
|
|
if u.isInitFullscreen() {
|
|
u.setFullscreen(true)
|
|
u.setInitFullscreen(false)
|
|
}
|
|
|
|
// Initialize vsync after SetMonitor is called. See the comment in updateVsync.
|
|
// Calling this inside setWindowSize didn't work (#1363).
|
|
if !u.fpsModeInited {
|
|
u.setFPSMode(u.fpsMode)
|
|
}
|
|
|
|
if u.fpsMode != FPSModeVsyncOffMinimum {
|
|
// TODO: Updating the input can be skipped when clock.Update returns 0 (#1367).
|
|
glfw.PollEvents()
|
|
} else {
|
|
glfw.WaitEvents()
|
|
}
|
|
if err := u.updateInputState(); err != nil {
|
|
return 0, 0, err
|
|
}
|
|
|
|
for !u.isRunnableOnUnfocused() && u.window.GetAttrib(glfw.Focused) == 0 && !u.window.ShouldClose() {
|
|
if err := hooks.SuspendAudio(); err != nil {
|
|
return 0, 0, err
|
|
}
|
|
// Wait for an arbitrary period to avoid busy loop.
|
|
time.Sleep(time.Second / 60)
|
|
glfw.PollEvents()
|
|
}
|
|
if err := hooks.ResumeAudio(); err != nil {
|
|
return 0, 0, err
|
|
}
|
|
|
|
outsideWidth, outsideHeight := u.outsideSize()
|
|
return outsideWidth, outsideHeight, nil
|
|
}
|
|
|
|
func (u *userInterfaceImpl) loopGame() error {
|
|
defer u.mainThread.Call(func() {
|
|
u.window.Destroy()
|
|
glfw.Terminate()
|
|
})
|
|
for {
|
|
if err := u.updateGame(); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
}
|
|
|
|
func (u *userInterfaceImpl) 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" {
|
|
unfocused = u.window.GetAttrib(glfw.Focused) == 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()
|
|
deviceScaleFactor = u.deviceScaleFactor(u.currentMonitor())
|
|
}); err != nil {
|
|
return err
|
|
}
|
|
|
|
u.glContextSetOnce.Do(func() {
|
|
u.renderThread.Call(func() {
|
|
if u.graphicsDriver.IsGL() {
|
|
u.window.MakeContextCurrent()
|
|
}
|
|
})
|
|
})
|
|
|
|
if err := u.context.updateFrame(u.graphicsDriver, outsideWidth, outsideHeight, deviceScaleFactor, u); err != nil {
|
|
return err
|
|
}
|
|
|
|
u.renderThread.Call(func() {
|
|
// Call updateVsync even though fpsMode is not updated.
|
|
// When toggling to fullscreen, vsync state might be reset unexpectedly (#1787).
|
|
u.updateVsyncOnRenderThread()
|
|
|
|
// This works only for OpenGL.
|
|
u.swapBuffersOnRenderThread()
|
|
})
|
|
|
|
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 *userInterfaceImpl) updateIconIfNeeded() {
|
|
// In the fullscreen mode, SetIcon fails (#1578).
|
|
if u.isFullscreen() {
|
|
return
|
|
}
|
|
|
|
imgs := u.getIconImages()
|
|
if len(imgs) == 0 {
|
|
return
|
|
}
|
|
|
|
u.setIconImages(nil)
|
|
|
|
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
|
|
}
|
|
|
|
u.mainThread.Call(func() {
|
|
u.window.SetIcon(newImgs)
|
|
})
|
|
}
|
|
|
|
func (u *userInterfaceImpl) swapBuffersOnRenderThread() {
|
|
if u.graphicsDriver.IsGL() {
|
|
u.window.SwapBuffers()
|
|
}
|
|
}
|
|
|
|
// updateWindowSizeLimits must be called from the main thread.
|
|
func (u *userInterfaceImpl) updateWindowSizeLimits() {
|
|
m := u.currentMonitor()
|
|
minw, minh, maxw, maxh := u.getWindowSizeLimitsInDIP()
|
|
|
|
if minw < 0 {
|
|
// Always set the minimum window width.
|
|
minw = int(u.dipToGLFWPixel(float64(u.minimumWindowWidth()), m))
|
|
} else {
|
|
minw = int(u.dipToGLFWPixel(float64(minw), m))
|
|
}
|
|
if minh < 0 {
|
|
minh = glfw.DontCare
|
|
} else {
|
|
minh = int(u.dipToGLFWPixel(float64(minh), m))
|
|
}
|
|
if maxw < 0 {
|
|
maxw = glfw.DontCare
|
|
} else {
|
|
maxw = int(u.dipToGLFWPixel(float64(maxw), m))
|
|
}
|
|
if maxh < 0 {
|
|
maxh = glfw.DontCare
|
|
} else {
|
|
maxh = int(u.dipToGLFWPixel(float64(maxh), m))
|
|
}
|
|
u.window.SetSizeLimits(minw, minh, maxw, maxh)
|
|
}
|
|
|
|
// adjustWindowSizeBasedOnSizeLimitsInDIP adjust the size based on the window size limits.
|
|
// width and height are in device-independent pixels.
|
|
func (u *userInterfaceImpl) 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 *userInterfaceImpl) setWindowSizeInDIP(width, height int, callSetSize bool) {
|
|
if microsoftgdk.IsXbox() {
|
|
// Do nothing. The size is always fixed.
|
|
return
|
|
}
|
|
|
|
width, height = u.adjustWindowSizeBasedOnSizeLimitsInDIP(width, height)
|
|
if m := u.minimumWindowWidth(); width < m {
|
|
width = m
|
|
}
|
|
if height < 1 {
|
|
height = 1
|
|
}
|
|
|
|
scale := u.deviceScaleFactor(u.currentMonitor())
|
|
if u.origWindowWidthInDIP == width && u.origWindowHeightInDIP == height && u.lastDeviceScaleFactor == scale {
|
|
return
|
|
}
|
|
u.lastDeviceScaleFactor = scale
|
|
|
|
u.origWindowWidthInDIP = width
|
|
u.origWindowHeightInDIP = height
|
|
|
|
if !u.isFullscreen() && 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 := u.window.GetSize()
|
|
newW := int(u.dipToGLFWPixel(float64(width), u.currentMonitor()))
|
|
newH := int(u.dipToGLFWPixel(float64(height), u.currentMonitor()))
|
|
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.
|
|
u.waitForFramebufferSizeCallback(u.window, func() {
|
|
u.window.SetSize(newW, newH)
|
|
})
|
|
}
|
|
}
|
|
|
|
u.updateWindowSizeLimits()
|
|
}
|
|
|
|
// setFullscreen must be called from the main thread.
|
|
func (u *userInterfaceImpl) setFullscreen(fullscreen bool) {
|
|
if u.isFullscreen() == fullscreen {
|
|
return
|
|
}
|
|
|
|
// Enter the fullscreen.
|
|
if fullscreen {
|
|
if x, y := u.origWindowPos(); x == invalidPos || y == invalidPos {
|
|
u.setOrigWindowPos(u.window.GetPos())
|
|
}
|
|
|
|
if u.isNativeFullscreenAvailable() {
|
|
u.setNativeFullscreen(fullscreen)
|
|
} else {
|
|
m := u.currentMonitor()
|
|
if m == nil {
|
|
return
|
|
}
|
|
|
|
v := m.GetVideoMode()
|
|
u.window.SetMonitor(m, 0, 0, v.Width, v.Height, v.RefreshRate)
|
|
}
|
|
u.adjustViewSizeAfterFullscreen()
|
|
return
|
|
}
|
|
|
|
// Exit the fullscreen.
|
|
|
|
// Get the original window position and size before changing the state of fullscreen.
|
|
// TODO: Why?
|
|
origX, origY := u.origWindowPos()
|
|
|
|
ww := int(u.dipToGLFWPixel(float64(u.origWindowWidthInDIP), u.currentMonitor()))
|
|
wh := int(u.dipToGLFWPixel(float64(u.origWindowHeightInDIP), u.currentMonitor()))
|
|
if u.isNativeFullscreenAvailable() {
|
|
u.setNativeFullscreen(false)
|
|
// Adjust the window size later (after adjusting the position).
|
|
} else if !u.isNativeFullscreenAvailable() && u.window.GetMonitor() != nil {
|
|
u.window.SetMonitor(nil, 0, 0, ww, wh, 0)
|
|
}
|
|
|
|
// glfw.PollEvents is necessary for macOS to enable (*glfw.Window).SetPos and SetSize (#2296).
|
|
glfw.PollEvents()
|
|
|
|
if origX != invalidPos && origY != invalidPos {
|
|
u.window.SetPos(origX, origY)
|
|
// 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(origX+1, origY)
|
|
u.window.SetPos(origX, origY)
|
|
}
|
|
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.
|
|
u.window.SetSize(ww, wh)
|
|
}
|
|
}
|
|
|
|
func (u *userInterfaceImpl) minimumWindowWidth() int {
|
|
if u.window.GetAttrib(glfw.Decorated) == glfw.False {
|
|
return 1
|
|
}
|
|
|
|
// 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
|
|
}
|
|
|
|
// On macOS, resizing the window by cursor sometimes ignores the minimum size.
|
|
// To avoid the flaky behavior, do not add a limitation.
|
|
return 1
|
|
}
|
|
|
|
func (u *userInterfaceImpl) updateVsyncOnRenderThread() {
|
|
if u.graphicsDriver.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.fpsMode == FPSModeVsyncOn {
|
|
glfw.SwapInterval(1)
|
|
} else {
|
|
glfw.SwapInterval(0)
|
|
}
|
|
}
|
|
u.graphicsDriver.SetVsyncEnabled(u.fpsMode == FPSModeVsyncOn)
|
|
}
|
|
|
|
// currentMonitor returns the current active monitor.
|
|
//
|
|
// currentMonitor must be called on the main thread.
|
|
func (u *userInterfaceImpl) currentMonitor() *glfw.Monitor {
|
|
if u.window == nil {
|
|
return u.initMonitor
|
|
}
|
|
if m := monitorFromWindow(u.window); m != nil {
|
|
return m
|
|
}
|
|
return glfw.GetPrimaryMonitor()
|
|
}
|
|
|
|
// monitorFromWindow returns the monitor from the given window.
|
|
//
|
|
// monitorFromWindow must be called on the main thread.
|
|
func monitorFromWindow(window *glfw.Window) *glfw.Monitor {
|
|
// GetMonitor is available only in fullscreen.
|
|
if m := window.GetMonitor(); m != nil {
|
|
return m
|
|
}
|
|
|
|
// 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.
|
|
if m := monitorFromWindowByOS(window); m != nil {
|
|
return m
|
|
}
|
|
|
|
// As the fallback, detect the monitor from the window.
|
|
if m := getMonitorFromPosition(window.GetPos()); m != nil {
|
|
return m.m
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
func (u *userInterfaceImpl) resetForTick() {
|
|
u.m.Lock()
|
|
defer u.m.Unlock()
|
|
u.windowBeingClosed = false
|
|
}
|
|
|
|
func (u *userInterfaceImpl) readInputState(inputState *InputState) {
|
|
u.m.Lock()
|
|
defer u.m.Unlock()
|
|
*inputState = u.inputState
|
|
u.inputState.resetForTick()
|
|
}
|
|
|
|
func (u *userInterfaceImpl) 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 *userInterfaceImpl) maximizeWindow() {
|
|
// TODO: Can we remove this condition?
|
|
if u.isNativeFullscreen() {
|
|
return
|
|
}
|
|
|
|
if u.isFullscreen() {
|
|
return
|
|
}
|
|
|
|
u.window.Maximize()
|
|
|
|
// 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 u.window.GetAttrib(glfw.Maximized) != glfw.True {
|
|
glfw.PollEvents()
|
|
}
|
|
}
|
|
|
|
// iconifyWindow must be called from the main thread.
|
|
func (u *userInterfaceImpl) iconifyWindow() {
|
|
// Iconifying a native fullscreen window on macOS is forbidden.
|
|
if u.isNativeFullscreen() {
|
|
return
|
|
}
|
|
|
|
u.window.Iconify()
|
|
|
|
// On Linux/UNIX, iconifying might not finish even though Iconify returns. Just wait for its finish.
|
|
for u.window.GetAttrib(glfw.Iconified) != glfw.True {
|
|
glfw.PollEvents()
|
|
}
|
|
}
|
|
|
|
// restoreWindow must be called from the main thread.
|
|
func (u *userInterfaceImpl) restoreWindow() {
|
|
u.window.Restore()
|
|
|
|
// 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 u.window.GetAttrib(glfw.Maximized) == glfw.True || u.window.GetAttrib(glfw.Iconified) == glfw.True {
|
|
glfw.PollEvents()
|
|
time.Sleep(time.Second / 60)
|
|
}
|
|
}
|
|
}
|
|
|
|
// setWindowDecorated must be called from the main thread.
|
|
func (u *userInterfaceImpl) setWindowDecorated(decorated bool) {
|
|
if microsoftgdk.IsXbox() {
|
|
return
|
|
}
|
|
|
|
v := glfw.False
|
|
if decorated {
|
|
v = glfw.True
|
|
}
|
|
u.window.SetAttrib(glfw.Decorated, v)
|
|
|
|
// The title can be lost when the decoration is gone. Recover this.
|
|
if decorated {
|
|
u.window.SetTitle(u.title)
|
|
}
|
|
}
|
|
|
|
// setWindowFloating must be called from the main thread.
|
|
func (u *userInterfaceImpl) setWindowFloating(floating bool) {
|
|
if microsoftgdk.IsXbox() {
|
|
return
|
|
}
|
|
|
|
v := glfw.False
|
|
if floating {
|
|
v = glfw.True
|
|
}
|
|
u.window.SetAttrib(glfw.Floating, v)
|
|
}
|
|
|
|
// setWindowResizingMode must be called from the main thread.
|
|
func (u *userInterfaceImpl) setWindowResizingMode(mode WindowResizingMode) {
|
|
if microsoftgdk.IsXbox() {
|
|
return
|
|
}
|
|
|
|
if u.windowResizingMode == mode {
|
|
return
|
|
}
|
|
|
|
u.windowResizingMode = mode
|
|
|
|
v := glfw.False
|
|
if mode == WindowResizingModeEnabled {
|
|
v = glfw.True
|
|
}
|
|
u.window.SetAttrib(glfw.Resizable, v)
|
|
u.setWindowResizingModeForOS(mode)
|
|
}
|
|
|
|
// 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 *userInterfaceImpl) setWindowPositionInDIP(x, y int, monitor *glfw.Monitor) {
|
|
if microsoftgdk.IsXbox() {
|
|
// Do nothing. The position is always fixed.
|
|
return
|
|
}
|
|
|
|
mx, my := monitor.GetPos()
|
|
xf := u.dipToGLFWPixel(float64(x), monitor)
|
|
yf := u.dipToGLFWPixel(float64(y), monitor)
|
|
if x, y := u.adjustWindowPosition(mx+int(xf), my+int(yf), monitor); u.isFullscreen() {
|
|
u.setOrigWindowPos(x, y)
|
|
} else {
|
|
u.window.SetPos(x, y)
|
|
}
|
|
}
|
|
|
|
// setWindowTitle must be called from the main thread.
|
|
func (u *userInterfaceImpl) setWindowTitle(title string) {
|
|
u.window.SetTitle(title)
|
|
}
|
|
|
|
// forceToRefreshIfNeeded forces to refresh the framebuffer by resizing the window quickly.
|
|
// This is a very dirty but necessary hack for DirectX (#2050).
|
|
// With DirectX, the framebuffer is not rendered correctly when the window is resized by dragging
|
|
// or just after the resizing finishes by dragging.
|
|
// forceToRefreshIfNeeded must be called from the main thread.
|
|
func (u *userInterfaceImpl) forceToRefreshIfNeeded() {
|
|
if !u.graphicsDriver.IsDirectX() {
|
|
return
|
|
}
|
|
|
|
x, y := u.window.GetPos()
|
|
u.window.SetPos(x+1, y+1)
|
|
glfw.PollEvents()
|
|
time.Sleep(time.Millisecond)
|
|
u.window.SetPos(x, y)
|
|
glfw.PollEvents()
|
|
time.Sleep(time.Millisecond)
|
|
}
|
|
|
|
// isWindowMaximized must be called from the main thread.
|
|
func (u *userInterfaceImpl) isWindowMaximized() bool {
|
|
return u.window.GetAttrib(glfw.Maximized) == glfw.True && !u.isNativeFullscreen()
|
|
}
|
|
|
|
func (u *userInterfaceImpl) origWindowPos() (int, int) {
|
|
return u.origWindowPosX, u.origWindowPosY
|
|
}
|
|
|
|
func (u *userInterfaceImpl) setOrigWindowPos(x, y int) {
|
|
u.origWindowPosX = x
|
|
u.origWindowPosY = y
|
|
}
|
|
|
|
func IsScreenTransparentAvailable() bool {
|
|
return true
|
|
}
|