mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-27 20:28:54 +01:00
61bf10e73e
Fixes #1405
1110 lines
26 KiB
Go
1110 lines
26 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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// +build darwin freebsd linux windows
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// +build !android
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// +build !ios
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package glfw
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import (
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"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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"time"
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"github.com/hajimehoshi/ebiten/v2/internal/devicescale"
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"github.com/hajimehoshi/ebiten/v2/internal/driver"
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"github.com/hajimehoshi/ebiten/v2/internal/glfw"
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"github.com/hajimehoshi/ebiten/v2/internal/hooks"
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"github.com/hajimehoshi/ebiten/v2/internal/thread"
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)
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type UserInterface struct {
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context driver.UIContext
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title string
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window *glfw.Window
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// windowWidth and windowHeight represents a window size.
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// The unit is device-dependent pixels.
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windowWidth int
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windowHeight int
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running bool
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toChangeSize bool
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origPosX int
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origPosY int
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runnableOnUnfocused bool
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vsync bool
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lastDeviceScaleFactor float64
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initMonitor *glfw.Monitor
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initTitle string
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initVsync bool
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initFullscreenWidthInDP int
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initFullscreenHeightInDP int
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initFullscreen bool
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initCursorMode driver.CursorMode
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initWindowDecorated bool
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initWindowResizable bool
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initWindowPositionXInDP int
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initWindowPositionYInDP int
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initWindowWidthInDP int
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initWindowHeightInDP int
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initWindowFloating bool
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initWindowMaximized bool
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initScreenTransparent bool
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initIconImages []image.Image
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initFocused bool
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vsyncInited bool
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reqWidth int
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reqHeight int
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input Input
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iwindow window
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t thread.Thread
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m sync.RWMutex
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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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var (
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theUI = &UserInterface{
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runnableOnUnfocused: true,
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origPosX: invalidPos,
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origPosY: invalidPos,
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initVsync: true,
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initCursorMode: driver.CursorModeVisible,
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initWindowDecorated: true,
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initWindowPositionXInDP: invalidPos,
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initWindowPositionYInDP: invalidPos,
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initWindowWidthInDP: 640,
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initWindowHeightInDP: 480,
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initFocused: true,
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vsync: true,
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}
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)
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func init() {
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theUI.input.ui = theUI
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theUI.iwindow.ui = theUI
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}
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func Get() *UserInterface {
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return theUI
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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(func(monitor *glfw.Monitor, event glfw.PeripheralEvent) {
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cacheMonitors()
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})
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cacheMonitors()
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}
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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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// Create a window to set the initial monitor.
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w, err := glfw.CreateWindow(16, 16, "", nil, nil)
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if err != nil {
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return err
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}
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if w == nil {
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// This can happen on Windows Remote Desktop (#903).
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panic("glfw: glfw.CreateWindow must not return nil")
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}
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// Create a window and set it: this affects fromGLFWMonitorPixel and deviceScaleFactor.
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theUI.window = w
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theUI.initMonitor = currentMonitor(w)
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v := theUI.initMonitor.GetVideoMode()
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theUI.initFullscreenWidthInDP = int(theUI.fromGLFWMonitorPixel(float64(v.Width)))
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theUI.initFullscreenHeightInDP = int(theUI.fromGLFWMonitorPixel(float64(v.Height)))
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theUI.window.Destroy()
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theUI.window = nil
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return nil
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}
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type cachedMonitor 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 'cacheMonitors' 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 []*cachedMonitor
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func cacheMonitors() {
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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, &cachedMonitor{
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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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}
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// getCachedMonitor 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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// getCachedMonitor must be called on the main thread.
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func getCachedMonitor(wx, wy int) *cachedMonitor {
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for _, m := range monitors {
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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 *UserInterface) isRunning() bool {
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u.m.RLock()
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v := u.running
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u.m.RUnlock()
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return v
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}
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func (u *UserInterface) setRunning(running bool) {
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u.m.Lock()
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u.running = running
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u.m.Unlock()
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}
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func (u *UserInterface) getInitTitle() string {
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u.m.RLock()
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v := u.initTitle
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u.m.RUnlock()
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return v
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}
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func (u *UserInterface) setInitTitle(title string) {
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u.m.RLock()
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u.initTitle = title
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u.m.RUnlock()
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}
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func (u *UserInterface) isInitVsyncEnabled() bool {
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u.m.RLock()
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v := u.initVsync
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u.m.RUnlock()
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return v
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}
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func (u *UserInterface) 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 *UserInterface) 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 *UserInterface) getInitCursorMode() driver.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 *UserInterface) setInitCursorMode(mode driver.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 *UserInterface) 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 *UserInterface) 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 *UserInterface) 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 *UserInterface) 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 *UserInterface) isInitWindowResizable() bool {
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u.m.RLock()
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v := u.initWindowResizable
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u.m.RUnlock()
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return v
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}
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func (u *UserInterface) setInitWindowResizable(resizable bool) {
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u.m.Lock()
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u.initWindowResizable = resizable
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u.m.Unlock()
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}
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func (u *UserInterface) isInitScreenTransparent() bool {
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u.m.RLock()
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v := u.initScreenTransparent
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u.m.RUnlock()
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return v
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}
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func (u *UserInterface) setInitScreenTransparent(transparent bool) {
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u.m.RLock()
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u.initScreenTransparent = transparent
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u.m.RUnlock()
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}
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func (u *UserInterface) getInitIconImages() []image.Image {
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u.m.RLock()
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i := u.initIconImages
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u.m.RUnlock()
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return i
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}
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func (u *UserInterface) setInitIconImages(iconImages []image.Image) {
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u.m.Lock()
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u.initIconImages = iconImages
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u.m.Unlock()
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}
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func (u *UserInterface) getInitWindowPosition() (int, int) {
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u.m.RLock()
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defer u.m.RUnlock()
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if u.initWindowPositionXInDP != invalidPos && u.initWindowPositionYInDP != invalidPos {
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return u.initWindowPositionXInDP, u.initWindowPositionYInDP
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}
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return invalidPos, invalidPos
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}
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func (u *UserInterface) setInitWindowPosition(x, y int) {
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u.m.Lock()
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defer u.m.Unlock()
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u.initWindowPositionXInDP = x
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u.initWindowPositionYInDP = y
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}
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func (u *UserInterface) getInitWindowSize() (int, int) {
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u.m.Lock()
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w, h := u.initWindowWidthInDP, u.initWindowHeightInDP
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u.m.Unlock()
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return w, h
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}
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func (u *UserInterface) setInitWindowSize(width, height int) {
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u.m.Lock()
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u.initWindowWidthInDP, u.initWindowHeightInDP = width, height
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u.m.Unlock()
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}
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func (u *UserInterface) isInitWindowFloating() bool {
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u.m.Lock()
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f := u.initWindowFloating
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u.m.Unlock()
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return f
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}
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func (u *UserInterface) setInitWindowFloating(floating bool) {
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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 *UserInterface) isInitWindowMaximized() bool {
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u.m.Lock()
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f := u.initWindowMaximized
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u.m.Unlock()
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return f
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}
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func (u *UserInterface) setInitWindowMaximized(floating bool) {
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u.m.Lock()
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u.initWindowMaximized = floating
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u.m.Unlock()
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}
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func (u *UserInterface) isInitFocused() bool {
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u.m.Lock()
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v := u.initFocused
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u.m.Unlock()
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return v
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}
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func (u *UserInterface) setInitFocused(focused bool) {
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u.m.Lock()
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u.initFocused = focused
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u.m.Unlock()
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}
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func (u *UserInterface) ScreenSizeInFullscreen() (int, int) {
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if !u.isRunning() {
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return u.initFullscreenWidthInDP, u.initFullscreenHeightInDP
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}
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var w, h int
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_ = u.t.Call(func() error {
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v := currentMonitor(u.window).GetVideoMode()
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w = int(u.fromGLFWMonitorPixel(float64(v.Width)))
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h = int(u.fromGLFWMonitorPixel(float64(v.Height)))
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return nil
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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 *UserInterface) isFullscreen() bool {
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if !u.isRunning() {
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panic("glfw: isFullscreen can't be called before the main loop starts")
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}
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return u.window.GetMonitor() != nil
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}
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func (u *UserInterface) IsFullscreen() bool {
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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.t.Call(func() error {
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b = u.isFullscreen()
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return nil
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})
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return b
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}
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func (u *UserInterface) SetFullscreen(fullscreen bool) {
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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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var update bool
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_ = u.t.Call(func() error {
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update = u.isFullscreen() != fullscreen
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return nil
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})
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if !update {
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return
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}
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_ = u.t.Call(func() error {
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w, h := u.windowWidth, u.windowHeight
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u.setWindowSize(w, h, fullscreen)
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return nil
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})
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}
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func (u *UserInterface) 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.t.Call(func() error {
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focused = u.window.GetAttrib(glfw.Focused) == glfw.True
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return nil
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})
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return focused
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}
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func (u *UserInterface) SetRunnableOnUnfocused(runnableOnUnfocused bool) {
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u.setRunnableOnUnfocused(runnableOnUnfocused)
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}
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func (u *UserInterface) IsRunnableOnUnfocused() bool {
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return u.isRunnableOnUnfocused()
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}
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func (u *UserInterface) SetVsyncEnabled(enabled bool) {
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if !u.isRunning() {
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// In general, m is used for locking init* values.
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// m is not used for updating vsync in setWindowSize so far, but
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// it should be OK since any goroutines can't reach here when
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// the game already starts and setWindowSize can be called.
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u.m.Lock()
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u.initVsync = enabled
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u.m.Unlock()
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return
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}
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_ = u.t.Call(func() error {
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if !u.vsyncInited {
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u.m.Lock()
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u.initVsync = enabled
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u.m.Unlock()
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return nil
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}
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u.vsync = enabled
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u.updateVsync()
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return nil
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})
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}
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func (u *UserInterface) IsVsyncEnabled() bool {
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if !u.isRunning() {
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return u.isInitVsyncEnabled()
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}
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var v bool
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_ = u.t.Call(func() error {
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if !u.vsyncInited {
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v = u.isInitVsyncEnabled()
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return nil
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}
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v = u.vsync
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return nil
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})
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return v
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}
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func (u *UserInterface) CursorMode() driver.CursorMode {
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if !u.isRunning() {
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return u.getInitCursorMode()
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}
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var v driver.CursorMode
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_ = u.t.Call(func() error {
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mode := u.window.GetInputMode(glfw.CursorMode)
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switch mode {
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case glfw.CursorNormal:
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v = driver.CursorModeVisible
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case glfw.CursorHidden:
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v = driver.CursorModeHidden
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case glfw.CursorDisabled:
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v = driver.CursorModeCaptured
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default:
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panic(fmt.Sprintf("invalid cursor mode: %d", mode))
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}
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return nil
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})
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return v
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}
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func (u *UserInterface) SetCursorMode(mode driver.CursorMode) {
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if !u.isRunning() {
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u.setInitCursorMode(mode)
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return
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}
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_ = u.t.Call(func() error {
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var c int
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switch mode {
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case driver.CursorModeVisible:
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c = glfw.CursorNormal
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case driver.CursorModeHidden:
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c = glfw.CursorHidden
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case driver.CursorModeCaptured:
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c = glfw.CursorDisabled
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default:
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panic(fmt.Sprintf("invalid cursor mode: %d", mode))
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}
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u.window.SetInputMode(glfw.CursorMode, c)
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return nil
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})
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}
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func (u *UserInterface) DeviceScaleFactor() float64 {
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if !u.isRunning() {
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return devicescale.GetAt(u.initMonitor.GetPos())
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}
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f := 0.0
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_ = u.t.Call(func() error {
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f = u.deviceScaleFactor()
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return nil
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})
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return f
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}
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// deviceScaleFactor must be called from the main thread.
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func (u *UserInterface) deviceScaleFactor() float64 {
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// Before calling SetWindowPosition, the window's position is not reliable.
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if u.iwindow.setPositionCalled {
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// Avoid calling monitor.GetPos if we have the monitor position cached already.
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if cm := getCachedMonitor(u.window.GetPos()); cm != nil {
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return devicescale.GetAt(cm.x, cm.y)
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}
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}
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return devicescale.GetAt(currentMonitor(u.window).GetPos())
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}
|
|
|
|
func init() {
|
|
// Lock the main thread.
|
|
runtime.LockOSThread()
|
|
}
|
|
|
|
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) init() error {
|
|
if u.Graphics().IsGL() {
|
|
glfw.WindowHint(glfw.ClientAPI, glfw.OpenGLAPI)
|
|
glfw.WindowHint(glfw.ContextVersionMajor, 2)
|
|
glfw.WindowHint(glfw.ContextVersionMinor, 1)
|
|
} else {
|
|
glfw.WindowHint(glfw.ClientAPI, glfw.NoAPI)
|
|
}
|
|
glfw.WindowHint(glfw.AutoIconify, glfw.False)
|
|
|
|
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)
|
|
|
|
focused := glfw.False
|
|
if u.isInitFocused() {
|
|
focused = glfw.True
|
|
}
|
|
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)
|
|
}
|
|
|
|
if err := u.createWindow(); err != nil {
|
|
return err
|
|
}
|
|
|
|
if i := u.getInitIconImages(); i != nil {
|
|
u.window.SetIcon(i)
|
|
}
|
|
|
|
setPosition := func() {
|
|
u.iwindow.setPosition(u.getInitWindowPosition())
|
|
}
|
|
setSize := func() {
|
|
ww, wh := u.getInitWindowSize()
|
|
ww = int(u.toGLFWPixel(float64(ww)))
|
|
wh = int(u.toGLFWPixel(float64(wh)))
|
|
u.setWindowSize(ww, wh, u.isFullscreen())
|
|
}
|
|
|
|
// Set the window size and the window position in this order on Linux or other UNIX using X (#1118),
|
|
// but this should be inverted on Windows. This is very tricky, but there is no obvious way to solve
|
|
// this. This doesn't matter on macOS.
|
|
if runtime.GOOS == "windows" {
|
|
setPosition()
|
|
setSize()
|
|
} else {
|
|
setSize()
|
|
setPosition()
|
|
}
|
|
|
|
// Maximizing a window requires a proper size and position. Call Maximize here (#1117).
|
|
if u.isInitWindowMaximized() {
|
|
u.window.Maximize()
|
|
}
|
|
|
|
u.title = u.getInitTitle()
|
|
u.window.SetTitle(u.title)
|
|
u.window.Show()
|
|
|
|
if g, ok := u.Graphics().(interface{ SetWindow(uintptr) }); ok {
|
|
g.SetWindow(u.nativeWindow())
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
func (u *UserInterface) updateSize() (float64, float64, bool) {
|
|
ww, wh := u.windowWidth, u.windowHeight
|
|
u.setWindowSize(ww, wh, u.isFullscreen())
|
|
|
|
if !u.toChangeSize {
|
|
return 0, 0, false
|
|
}
|
|
u.toChangeSize = false
|
|
|
|
var w, h float64
|
|
if u.isFullscreen() {
|
|
v := currentMonitor(u.window).GetVideoMode()
|
|
ww, wh := v.Width, v.Height
|
|
w = u.fromGLFWMonitorPixel(float64(ww))
|
|
h = u.fromGLFWMonitorPixel(float64(wh))
|
|
} else {
|
|
// Instead of u.windowWidth and u.windowHeight, 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.fromGLFWPixel(float64(ww))
|
|
h = u.fromGLFWPixel(float64(wh))
|
|
}
|
|
// On Linux/UNIX, further adjusting is required (#1307).
|
|
w = u.toFramebufferPixel(w)
|
|
h = u.toFramebufferPixel(h)
|
|
|
|
return w, h, true
|
|
}
|
|
|
|
// update must be called from the main thread.
|
|
func (u *UserInterface) update() (float64, float64, bool, error) {
|
|
if u.window.ShouldClose() {
|
|
return 0, 0, false, driver.RegularTermination
|
|
}
|
|
|
|
if u.isInitFullscreen() {
|
|
w, h := u.window.GetSize()
|
|
u.setWindowSize(w, h, 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.vsyncInited {
|
|
u.vsync = u.isInitVsyncEnabled()
|
|
u.updateVsync()
|
|
u.vsyncInited = true
|
|
}
|
|
|
|
// Update the screen size when the window is resizable.
|
|
if w, h := u.reqWidth, u.reqHeight; w != 0 || h != 0 {
|
|
u.setWindowSize(w, h, u.isFullscreen())
|
|
}
|
|
u.reqWidth = 0
|
|
u.reqHeight = 0
|
|
|
|
outsideWidth, outsideHeight, outsideSizeChanged := u.updateSize()
|
|
|
|
// TODO: Updating the input can be skipped when clock.Update returns 0 (#1367).
|
|
glfw.PollEvents()
|
|
u.input.update(u.window, u.context)
|
|
|
|
for !u.isRunnableOnUnfocused() && u.window.GetAttrib(glfw.Focused) == 0 && !u.window.ShouldClose() {
|
|
hooks.SuspendAudio()
|
|
// Wait for an arbitrary period to avoid busy loop.
|
|
time.Sleep(time.Second / 60)
|
|
glfw.PollEvents()
|
|
}
|
|
hooks.ResumeAudio()
|
|
|
|
return outsideWidth, outsideHeight, outsideSizeChanged, nil
|
|
}
|
|
|
|
func (u *UserInterface) loop() 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()
|
|
}
|
|
|
|
var outsideWidth, outsideHeight float64
|
|
var outsideSizeChanged bool
|
|
if err := u.t.Call(func() error {
|
|
var err error
|
|
outsideWidth, outsideHeight, outsideSizeChanged, err = u.update()
|
|
return err
|
|
}); err != nil {
|
|
return err
|
|
}
|
|
if outsideSizeChanged {
|
|
u.context.Layout(outsideWidth, outsideHeight)
|
|
}
|
|
|
|
if err := u.context.Update(); err != nil {
|
|
return err
|
|
}
|
|
|
|
// swapBuffers also checks IsGL, so this condition is redundant.
|
|
// However, (*thread).Call is not good for performance due to channels.
|
|
// Let's avoid this whenever possible (#1367).
|
|
if u.Graphics().IsGL() {
|
|
_ = 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()
|
|
}
|
|
}
|
|
|
|
// setWindowSize must be called from the main thread.
|
|
func (u *UserInterface) setWindowSize(width, height int, fullscreen bool) {
|
|
if u.windowWidth == width && u.windowHeight == height && u.isFullscreen() == fullscreen && u.lastDeviceScaleFactor == u.deviceScaleFactor() {
|
|
return
|
|
}
|
|
|
|
if width < 1 {
|
|
width = 1
|
|
}
|
|
if height < 1 {
|
|
height = 1
|
|
}
|
|
|
|
u.lastDeviceScaleFactor = u.deviceScaleFactor()
|
|
|
|
// To make sure the current existing framebuffers are rendered,
|
|
// swap buffers here before SetSize is called.
|
|
u.swapBuffers()
|
|
|
|
var windowRecreated bool
|
|
|
|
if fullscreen {
|
|
if u.origPosX == invalidPos || u.origPosY == invalidPos {
|
|
u.origPosX, u.origPosY = u.window.GetPos()
|
|
}
|
|
m := currentMonitor(u.window)
|
|
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 {
|
|
// 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.toGLFWPixel(126))
|
|
if u.window.GetAttrib(glfw.Decorated) == glfw.False {
|
|
minWindowWidth = 1
|
|
}
|
|
if width < minWindowWidth {
|
|
width = minWindowWidth
|
|
}
|
|
|
|
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, width, height, 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
|
|
}
|
|
}
|
|
|
|
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
|
|
|
|
u.toChangeSize = true
|
|
|
|
if windowRecreated {
|
|
if g, ok := u.Graphics().(interface{ SetWindow(uintptr) }); ok {
|
|
g.SetWindow(u.nativeWindow())
|
|
}
|
|
}
|
|
}
|
|
|
|
// updateVsync must be called on the main thread.
|
|
func (u *UserInterface) updateVsync() {
|
|
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(u.vsync)
|
|
}
|
|
|
|
// currentMonitor returns the current active monitor.
|
|
//
|
|
// The given window might or might not be used to detect the monitor.
|
|
//
|
|
// currentMonitor must be called on the main thread.
|
|
func currentMonitor(window *glfw.Window) *glfw.Monitor {
|
|
// GetMonitor is available only on 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 := currentMonitorByOS(window); m != nil {
|
|
return m
|
|
}
|
|
|
|
// As the fallback, detect the monitor from the window.
|
|
if m := getCachedMonitor(window.GetPos()); m != nil {
|
|
return m.m
|
|
}
|
|
return glfw.GetPrimaryMonitor()
|
|
}
|
|
|
|
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) ResetForFrame() {
|
|
// The offscreens must be updated every frame (#490).
|
|
var w, h float64
|
|
var changed bool
|
|
_ = u.t.Call(func() error {
|
|
w, h, changed = u.updateSize()
|
|
return nil
|
|
})
|
|
if changed {
|
|
u.context.Layout(w, h)
|
|
}
|
|
u.input.resetForFrame()
|
|
}
|
|
|
|
func (u *UserInterface) MonitorPosition() (int, int) {
|
|
if !u.isRunning() {
|
|
return u.monitorPosition()
|
|
}
|
|
var mx, my int
|
|
_ = u.t.Call(func() error {
|
|
mx, my = u.monitorPosition()
|
|
return nil
|
|
})
|
|
return mx, my
|
|
}
|
|
|
|
func (u *UserInterface) SetInitFocused(focused bool) {
|
|
if u.isRunning() {
|
|
panic("ui: SetInitFocused must be called before the main loop")
|
|
}
|
|
u.setInitFocused(focused)
|
|
}
|
|
|
|
func (u *UserInterface) monitorPosition() (int, int) {
|
|
// TODO: fromGLFWMonitorPixel might be required.
|
|
return currentMonitor(u.window).GetPos()
|
|
}
|
|
|
|
func (u *UserInterface) Input() driver.Input {
|
|
return &u.input
|
|
}
|
|
|
|
func (u *UserInterface) Window() driver.Window {
|
|
return &u.iwindow
|
|
}
|