ebiten/internal/uidriver/glfw/window.go
Hajime Hoshi 49c3c30c79 ebiten: Add IsWindowBeingClosed / SetWindowClosingHandled / IsWindowClosingHandled
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
2021-06-14 02:29:11 +09:00

279 lines
5.6 KiB
Go

// Copyright 2019 The Ebiten Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//go:build (darwin || freebsd || linux || windows) && !android && !ios
// +build darwin freebsd linux windows
// +build !android
// +build !ios
package glfw
import (
"image"
"github.com/hajimehoshi/ebiten/v2/internal/glfw"
)
type window struct {
ui *UserInterface
}
func (w *window) IsDecorated() bool {
if !w.ui.isRunning() {
return w.ui.isInitWindowDecorated()
}
v := false
_ = w.ui.t.Call(func() error {
v = w.ui.window.GetAttrib(glfw.Decorated) == glfw.True
return nil
})
return v
}
func (w *window) SetDecorated(decorated bool) {
if !w.ui.isRunning() {
w.ui.setInitWindowDecorated(decorated)
return
}
_ = w.ui.t.Call(func() error {
if w.ui.isNativeFullscreen() {
return nil
}
w.ui.setWindowDecorated(decorated)
return nil
})
}
func (w *window) IsResizable() bool {
if !w.ui.isRunning() {
return w.ui.isInitWindowResizable()
}
v := false
_ = w.ui.t.Call(func() error {
v = w.ui.window.GetAttrib(glfw.Resizable) == glfw.True
return nil
})
return v
}
func (w *window) SetResizable(resizable bool) {
if !w.ui.isRunning() {
w.ui.setInitWindowResizable(resizable)
return
}
_ = w.ui.t.Call(func() error {
if w.ui.isNativeFullscreen() {
return nil
}
w.ui.setWindowResizable(resizable)
return nil
})
}
func (w *window) IsFloating() bool {
if !w.ui.isRunning() {
return w.ui.isInitWindowFloating()
}
var v bool
_ = w.ui.t.Call(func() error {
v = w.ui.window.GetAttrib(glfw.Floating) == glfw.True
return nil
})
return v
}
func (w *window) SetFloating(floating bool) {
if !w.ui.isRunning() {
w.ui.setInitWindowFloating(floating)
return
}
_ = w.ui.t.Call(func() error {
if w.ui.isNativeFullscreen() {
return nil
}
w.ui.setWindowFloating(floating)
return nil
})
}
func (w *window) IsMaximized() bool {
if !w.ui.isRunning() {
return w.ui.isInitWindowMaximized()
}
var v bool
_ = w.ui.t.Call(func() error {
v = w.ui.window.GetAttrib(glfw.Maximized) == glfw.True
return nil
})
return v
}
func (w *window) Maximize() {
if !w.IsResizable() {
panic("glfw: a window to maximize must be resizable")
}
if !w.ui.isRunning() {
w.ui.setInitWindowMaximized(true)
return
}
_ = w.ui.t.Call(func() error {
w.ui.maximizeWindow()
return nil
})
}
func (w *window) IsMinimized() bool {
if !w.ui.isRunning() {
return false
}
var v bool
_ = w.ui.t.Call(func() error {
v = w.ui.window.GetAttrib(glfw.Iconified) == glfw.True
return nil
})
return v
}
func (w *window) Minimize() {
if !w.ui.isRunning() {
// Do nothing
return
}
_ = w.ui.t.Call(func() error {
w.ui.iconifyWindow()
return nil
})
}
func (w *window) Restore() {
if !w.ui.isRunning() {
// Do nothing
return
}
_ = w.ui.t.Call(func() error {
w.ui.restoreWindow()
return nil
})
}
func (w *window) Position() (int, int) {
if !w.ui.isRunning() {
panic("glfw: WindowPosition can't be called before the main loop starts")
}
x, y := 0, 0
_ = w.ui.t.Call(func() error {
var wx, wy int
if w.ui.isFullscreen() {
wx, wy = w.ui.origPosX, w.ui.origPosY
} else {
wx, wy = w.ui.window.GetPos()
}
mx, my := currentMonitor(w.ui.window).GetPos()
wx -= mx
wy -= my
xf := w.ui.fromGLFWPixel(float64(wx))
yf := w.ui.fromGLFWPixel(float64(wy))
x, y = int(xf), int(yf)
return nil
})
return x, y
}
func (w *window) SetPosition(x, y int) {
if !w.ui.isRunning() {
w.ui.setInitWindowPosition(x, y)
return
}
_ = w.ui.t.Call(func() error {
w.ui.setWindowPosition(x, y)
return nil
})
}
func (w *window) Size() (int, int) {
if !w.ui.isRunning() {
ww, wh := w.ui.getInitWindowSize()
return w.ui.adjustWindowSizeBasedOnSizeLimitsInDP(ww, wh)
}
ww, wh := 0, 0
_ = w.ui.t.Call(func() error {
ww = int(w.ui.fromGLFWPixel(float64(w.ui.windowWidth)))
wh = int(w.ui.fromGLFWPixel(float64(w.ui.windowHeight)))
return nil
})
return ww, wh
}
func (w *window) SetSize(width, height int) {
if !w.ui.isRunning() {
w.ui.setInitWindowSize(width, height)
return
}
_ = w.ui.t.Call(func() error {
ww := int(w.ui.toGLFWPixel(float64(width)))
wh := int(w.ui.toGLFWPixel(float64(height)))
w.ui.setWindowSize(ww, wh, w.ui.isFullscreen())
return nil
})
}
func (w *window) SizeLimits() (minw, minh, maxw, maxh int) {
return w.ui.getWindowSizeLimitsInDP()
}
func (w *window) SetSizeLimits(minw, minh, maxw, maxh int) {
if !w.ui.setWindowSizeLimitsInDP(minw, minh, maxw, maxh) {
return
}
if !w.ui.isRunning() {
return
}
_ = w.ui.t.Call(func() error {
w.ui.updateWindowSizeLimits()
return nil
})
}
func (w *window) SetIcon(iconImages []image.Image) {
// The icons are actually set at (*UserInterface).loop.
w.ui.setIconImages(iconImages)
}
func (w *window) SetTitle(title string) {
if !w.ui.isRunning() {
w.ui.setInitTitle(title)
return
}
w.ui.title = title
_ = w.ui.t.Call(func() error {
w.ui.setWindowTitle(title)
return nil
})
}
func (w *window) IsBeingClosed() bool {
return w.ui.isWindowBeingClosed()
}
func (w *window) SetClosingHandled(handled bool) {
w.ui.setWindowClosingHandled(handled)
}
func (w *window) IsClosingHandled() bool {
return w.ui.isWindowClosingHandled()
}