ebiten/internal/ui/ui_glfw.go
2018-12-30 02:35:46 +09:00

866 lines
20 KiB
Go

// Copyright 2015 Hajime Hoshi
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// +build darwin freebsd linux windows
// +build !js
// +build !android
// +build !ios
package ui
import (
"image"
"math"
"runtime"
"sync"
"time"
"github.com/hajimehoshi/ebiten/internal/devicescale"
"github.com/hajimehoshi/ebiten/internal/glfw"
"github.com/hajimehoshi/ebiten/internal/graphicscommand"
"github.com/hajimehoshi/ebiten/internal/hooks"
"github.com/hajimehoshi/ebiten/internal/input"
"github.com/hajimehoshi/ebiten/internal/mainthread"
)
type userInterface struct {
title string
window *glfw.Window
width int
windowWidth int
height int
initMonitor *glfw.Monitor
initFullscreenWidth int
initFullscreenHeight int
scale float64
fullscreenScale float64
running bool
toChangeSize bool
origPosX int
origPosY int
runnableInBackground bool
vsync bool
lastActualScale float64
initFullscreen bool
initCursorVisible bool
initWindowDecorated bool
initIconImages []image.Image
m sync.Mutex
}
var (
currentUI = &userInterface{
origPosX: -1,
origPosY: -1,
initCursorVisible: true,
initWindowDecorated: true,
vsync: true,
}
)
func init() {
hideConsoleWindowOnWindows()
if err := initialize(); err != nil {
panic(err)
}
glfw.SetMonitorCallback(func(monitor *glfw.Monitor, event glfw.MonitorEvent) {
cacheMonitors()
})
cacheMonitors()
}
func initialize() error {
if err := glfw.Init(); err != nil {
return err
}
if !graphicscommand.Driver().IsGL() {
glfw.WindowHint(glfw.ClientAPI, glfw.NoAPI)
}
glfw.WindowHint(glfw.Visible, glfw.False)
glfw.WindowHint(glfw.Resizable, glfw.False)
// Create a window to set the initial monitor.
w, err := glfw.CreateWindow(16, 16, "", nil, nil)
if err != nil {
return err
}
// TODO: Fix this hack. currentMonitorImpl now requires u.window on POSIX.
currentUI.window = w
currentUI.initMonitor = currentUI.currentMonitorFromPosition()
v := currentUI.initMonitor.GetVideoMode()
s := glfwScale()
currentUI.initFullscreenWidth = int(float64(v.Width) / s)
currentUI.initFullscreenHeight = int(float64(v.Height) / s)
currentUI.window.Destroy()
currentUI.window = nil
return nil
}
type cachedMonitor struct {
m *glfw.Monitor
vm *glfw.VidMode
// Pos of monitor in virtual coords
x int
y int
}
// monitors is the monitor list cache for desktop glfw compile targets.
// populated by 'cacheMonitors' which is called on init and every
// monitor config change event.
//
// monitors must be manipulated on the main thread.
var monitors []*cachedMonitor
func cacheMonitors() {
monitors = nil
ms := glfw.GetMonitors()
for _, m := range ms {
x, y := m.GetPos()
monitors = append(monitors, &cachedMonitor{
m: m,
vm: m.GetVideoMode(),
x: x,
y: y,
})
}
}
// getCachedMonitor returns a monitor for the given window x/y
// returns false if monitor is not found.
//
// getCachedMonitor must be called on the main thread.
func getCachedMonitor(wx, wy int) (*cachedMonitor, bool) {
for _, m := range monitors {
if m.x <= wx && wx < m.x+m.vm.Width && m.y <= wy && wy < m.y+m.vm.Height {
return m, true
}
}
return nil, false
}
func Loop(ch <-chan error) error {
currentUI.setRunning(true)
if err := mainthread.Loop(ch); err != nil {
return err
}
currentUI.setRunning(false)
return nil
}
func (u *userInterface) isRunning() bool {
u.m.Lock()
v := u.running
u.m.Unlock()
return v
}
func (u *userInterface) setRunning(running bool) {
u.m.Lock()
u.running = running
u.m.Unlock()
}
func (u *userInterface) isInitFullscreen() bool {
u.m.Lock()
v := u.initFullscreen
u.m.Unlock()
return v
}
func (u *userInterface) setInitFullscreen(initFullscreen bool) {
u.m.Lock()
u.initFullscreen = initFullscreen
u.m.Unlock()
}
func (u *userInterface) isInitCursorVisible() bool {
u.m.Lock()
v := u.initCursorVisible
u.m.Unlock()
return v
}
func (u *userInterface) setInitCursorVisible(visible bool) {
u.m.Lock()
u.initCursorVisible = visible
u.m.Unlock()
}
func (u *userInterface) isInitWindowDecorated() bool {
u.m.Lock()
v := u.initWindowDecorated
u.m.Unlock()
return v
}
func (u *userInterface) setInitWindowDecorated(decorated bool) {
u.m.Lock()
u.initWindowDecorated = decorated
u.m.Unlock()
}
func (u *userInterface) isRunnableInBackground() bool {
u.m.Lock()
v := u.runnableInBackground
u.m.Unlock()
return v
}
func (u *userInterface) setRunnableInBackground(runnableInBackground bool) {
u.m.Lock()
u.runnableInBackground = runnableInBackground
u.m.Unlock()
}
func (u *userInterface) getInitIconImages() []image.Image {
u.m.Lock()
i := u.initIconImages
u.m.Unlock()
return i
}
func (u *userInterface) setInitIconImages(iconImages []image.Image) {
u.m.Lock()
u.initIconImages = iconImages
u.m.Unlock()
}
func ScreenSizeInFullscreen() (int, int) {
u := currentUI
if !u.isRunning() {
return u.initFullscreenWidth, u.initFullscreenHeight
}
var v *glfw.VidMode
s := 0.0
_ = mainthread.Run(func() error {
v = u.currentMonitor().GetVideoMode()
s = glfwScale()
return nil
})
return int(float64(v.Width) / s), int(float64(v.Height) / s)
}
func SetScreenSize(width, height int) bool {
u := currentUI
if !u.isRunning() {
panic("ui: Run is not called yet")
}
r := false
_ = mainthread.Run(func() error {
r = u.setScreenSize(width, height, u.scale, u.fullscreen(), u.vsync)
return nil
})
return r
}
func SetScreenScale(scale float64) bool {
u := currentUI
if !u.isRunning() {
panic("ui: Run is not called yet")
}
r := false
_ = mainthread.Run(func() error {
r = u.setScreenSize(u.width, u.height, scale, u.fullscreen(), u.vsync)
return nil
})
return r
}
func ScreenScale() float64 {
u := currentUI
if !u.isRunning() {
return 0
}
s := 0.0
_ = mainthread.Run(func() error {
s = u.scale
return nil
})
return s
}
// fullscreen must be called from the main thread.
func (u *userInterface) fullscreen() bool {
if !u.isRunning() {
panic("not reached")
}
return u.window.GetMonitor() != nil
}
func IsFullscreen() bool {
u := currentUI
if !u.isRunning() {
return u.isInitFullscreen()
}
b := false
_ = mainthread.Run(func() error {
b = u.fullscreen()
return nil
})
return b
}
func SetFullscreen(fullscreen bool) {
u := currentUI
if !u.isRunning() {
u.setInitFullscreen(fullscreen)
return
}
_ = mainthread.Run(func() error {
u := currentUI
u.setScreenSize(u.width, u.height, u.scale, fullscreen, u.vsync)
return nil
})
}
func SetRunnableInBackground(runnableInBackground bool) {
currentUI.setRunnableInBackground(runnableInBackground)
}
func IsRunnableInBackground() bool {
return currentUI.isRunnableInBackground()
}
func SetVsyncEnabled(enabled bool) {
u := currentUI
if !u.isRunning() {
// In general, m is used for locking init* values.
// m is not used for updating vsync in setScreenSize so far, but
// it should be OK since any goroutines can't reach here when
// the game already starts and setScreenSize can be called.
u.m.Lock()
u.vsync = enabled
u.m.Unlock()
return
}
_ = mainthread.Run(func() error {
u := currentUI
u.setScreenSize(u.width, u.height, u.scale, u.fullscreen(), enabled)
return nil
})
}
func IsVsyncEnabled() bool {
u := currentUI
u.m.Lock()
r := u.vsync
u.m.Unlock()
return r
}
func SetWindowTitle(title string) {
if !currentUI.isRunning() {
return
}
_ = mainthread.Run(func() error {
currentUI.window.SetTitle(title)
return nil
})
}
func SetWindowIcon(iconImages []image.Image) {
if !currentUI.isRunning() {
currentUI.setInitIconImages(iconImages)
return
}
_ = mainthread.Run(func() error {
currentUI.window.SetIcon(iconImages)
return nil
})
}
func ScreenPadding() (x0, y0, x1, y1 float64) {
u := currentUI
if !u.isRunning() {
return 0, 0, 0, 0
}
if !IsFullscreen() {
if u.width == u.windowWidth {
return 0, 0, 0, 0
}
// The window width can be bigger than the game screen width (#444).
ox := (float64(u.windowWidth)*u.actualScreenScale() - float64(u.width)*u.actualScreenScale()) / 2
return ox, 0, ox, 0
}
m := u.window.GetMonitor()
d := devicescale.GetAt(m.GetPos())
v := m.GetVideoMode()
sx := 0.0
sy := 0.0
gs := 0.0
_ = mainthread.Run(func() error {
sx = float64(u.width) * u.actualScreenScale()
sy = float64(u.height) * u.actualScreenScale()
gs = glfwScale()
return nil
})
mx := float64(v.Width) * d / gs
my := float64(v.Height) * d / gs
ox := (mx - sx) / 2
oy := (my - sy) / 2
return ox, oy, (mx - sx) - ox, (my - sy) - oy
}
func AdjustedCursorPosition() (x, y int) {
return adjustCursorPosition(input.Get().CursorPosition())
}
func adjustCursorPosition(x, y int) (int, int) {
u := currentUI
if !u.isRunning() {
return x, y
}
ox, oy, _, _ := ScreenPadding()
s := 0.0
_ = mainthread.Run(func() error {
s = currentUI.actualScreenScale()
return nil
})
return x - int(ox/s), y - int(oy/s)
}
func AdjustedTouches() []*input.Touch {
// TODO: Apply adjustCursorPosition
return input.Get().Touches()
}
func IsCursorVisible() bool {
u := currentUI
if !u.isRunning() {
return u.isInitCursorVisible()
}
v := false
_ = mainthread.Run(func() error {
v = currentUI.window.GetInputMode(glfw.CursorMode) == glfw.CursorNormal
return nil
})
return v
}
func SetCursorVisible(visible bool) {
u := currentUI
if !u.isRunning() {
u.setInitCursorVisible(visible)
return
}
_ = mainthread.Run(func() error {
c := glfw.CursorNormal
if !visible {
c = glfw.CursorHidden
}
currentUI.window.SetInputMode(glfw.CursorMode, c)
return nil
})
}
func IsWindowDecorated() bool {
u := currentUI
if !u.isRunning() {
return u.isInitWindowDecorated()
}
v := false
_ = mainthread.Run(func() error {
v = currentUI.window.GetAttrib(glfw.Decorated) == glfw.True
return nil
})
return v
}
func SetWindowDecorated(decorated bool) {
u := currentUI
if !u.isRunning() {
u.setInitWindowDecorated(decorated)
return
}
panic("ui: SetWindowDecorated can't be called after Run so far.")
// TODO: Now SetAttrib doesn't exist on GLFW 3.2. Revisit later (#556).
// If SetAttrib exists, the implementation would be:
//
// _ = mainthread.Run(func() error {
// v := glfw.False
// if decorated {
// v = glfw.True
// }
// })
// currentUI.window.SetAttrib(glfw.Decorated, v)
// return nil
}
func DeviceScaleFactor() float64 {
f := 0.0
u := currentUI
if !u.isRunning() {
return devicescale.GetAt(u.initMonitor.GetPos())
}
_ = mainthread.Run(func() error {
m := u.currentMonitor()
f = devicescale.GetAt(m.GetPos())
return nil
})
return f
}
func Run(width, height int, scale float64, title string, g GraphicsContext, mainloop bool) error {
u := currentUI
_ = mainthread.Run(func() error {
glfw.WindowHint(glfw.ContextVersionMajor, 2)
glfw.WindowHint(glfw.ContextVersionMinor, 1)
// 'decorated' must be solved before creating a window (#556).
decorated := glfw.False
if u.isInitWindowDecorated() {
decorated = glfw.True
}
glfw.WindowHint(glfw.Decorated, decorated)
// 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 graphicscommand.Driver().IsGL() {
u.window.MakeContextCurrent()
}
u.window.SetInputMode(glfw.StickyMouseButtonsMode, glfw.True)
u.window.SetInputMode(glfw.StickyKeysMode, glfw.True)
// Solve the initial properties of the window.
mode := glfw.CursorNormal
if !u.isInitCursorVisible() {
mode = glfw.CursorHidden
}
u.window.SetInputMode(glfw.CursorMode, mode)
if i := u.getInitIconImages(); i != nil {
u.window.SetIcon(i)
}
// Get the monitor before showing the window.
//
// On Windows, there are two types of windows:
//
// active window: The window that has input-focus and attached to the calling thread.
// foreground window: The window that has input-focus: this can be in another process
//
// currentMonitor returns the monitor for the active window when possible and then the monitor for
// the foreground window as fallback. In the current situation, the current window is hidden and
// there is not the active window but the foreground window. After showing the current window, the
// current window will be the active window. Thus, currentMonitor retuls varies before and after
// showing the window.
m := u.currentMonitor()
mx, my := m.GetPos()
v := m.GetVideoMode()
// The game is in window mode (not fullscreen mode) at the first state.
// Don't refer u.initFullscreen here to avoid some GLFW problems.
u.setScreenSize(width, height, scale, false, u.vsync)
// Get the window size before showing since window.Show might change the current
// monitor which affects glfwSize result.
w, h := u.glfwSize()
u.title = title
u.window.SetTitle(title)
u.window.Show()
x := mx + (v.Width-w)/2
y := my + (v.Height-h)/3
x, y = adjustWindowPosition(x, y)
u.window.SetPos(x, y)
return nil
})
var w uintptr
_ = mainthread.Run(func() error {
w = u.nativeWindow()
return nil
})
graphicscommand.Driver().SetWindow(w)
return u.loop(g)
}
// getSize must be called from the main thread.
func (u *userInterface) glfwSize() (int, int) {
w := int(float64(u.windowWidth) * u.getScale() * glfwScale())
h := int(float64(u.height) * u.getScale() * glfwScale())
return w, h
}
// getScale must be called from the main thread.
func (u *userInterface) getScale() float64 {
if !u.fullscreen() {
return u.scale
}
if u.fullscreenScale == 0 {
v := u.window.GetMonitor().GetVideoMode()
sw := float64(v.Width) / glfwScale() / float64(u.width)
sh := float64(v.Height) / glfwScale() / float64(u.height)
s := sw
if s > sh {
s = sh
}
u.fullscreenScale = s
}
return u.fullscreenScale
}
// actualScreenScale must be called from the main thread.
func (u *userInterface) actualScreenScale() float64 {
// Avoid calling monitor.GetPos if we have the monitor position cached already.
if cm, ok := getCachedMonitor(u.window.GetPos()); ok {
return u.getScale() * devicescale.GetAt(cm.x, cm.y)
}
return u.getScale() * devicescale.GetAt(u.currentMonitor().GetPos())
}
// pollEvents must be called from the main thread.
func (u *userInterface) pollEvents() {
glfw.PollEvents()
input.Get().Update(u.window, u.getScale()*glfwScale())
}
func (u *userInterface) updateGraphicsContext(g GraphicsContext) {
actualScale := 0.0
sizeChanged := false
// TODO: Is it possible to reduce 'runOnMainThread' calls?
_ = mainthread.Run(func() error {
actualScale = u.actualScreenScale()
if u.lastActualScale != actualScale {
u.forceSetScreenSize(u.width, u.height, u.scale, u.fullscreen(), u.vsync)
}
u.lastActualScale = actualScale
if !u.toChangeSize {
return nil
}
u.toChangeSize = false
sizeChanged = true
return nil
})
if sizeChanged {
g.SetSize(u.width, u.height, actualScale)
}
}
func (u *userInterface) update(g GraphicsContext) error {
shouldClose := false
_ = mainthread.Run(func() error {
shouldClose = u.window.ShouldClose()
return nil
})
if shouldClose {
return RegularTermination
}
_ = mainthread.Run(func() error {
if u.isInitFullscreen() {
u := currentUI
u.setScreenSize(u.width, u.height, u.scale, true, u.vsync)
u.setInitFullscreen(false)
}
return nil
})
// This call is needed for initialization.
u.updateGraphicsContext(g)
_ = mainthread.Run(func() error {
u.pollEvents()
defer hooks.ResumeAudio()
for !u.isRunnableInBackground() && u.window.GetAttrib(glfw.Focused) == 0 {
hooks.SuspendAudio()
// Wait for an arbitrary period to avoid busy loop.
time.Sleep(time.Second / 60)
u.pollEvents()
if u.window.ShouldClose() {
return nil
}
}
return nil
})
if err := g.Update(func() {
input.Get().ClearRuneBuffer()
input.Get().ResetScrollValues()
// The offscreens must be updated every frame (#490).
u.updateGraphicsContext(g)
}); err != nil {
return err
}
return nil
}
func (u *userInterface) loop(g GraphicsContext) error {
defer func() {
_ = mainthread.Run(func() error {
glfw.Terminate()
return nil
})
}()
for {
if err := u.update(g); err != nil {
return err
}
u.m.Lock()
vsync := u.vsync
u.m.Unlock()
_ = mainthread.Run(func() error {
if !vsync {
u.swapBuffers()
return nil
}
u.swapBuffers()
return nil
})
}
}
// swapBuffers must be called from the main thread.
func (u *userInterface) swapBuffers() {
if graphicscommand.Driver().IsGL() {
u.window.SwapBuffers()
}
}
// setScreenSize must be called from the main thread.
func (u *userInterface) setScreenSize(width, height int, scale float64, fullscreen bool, vsync bool) bool {
if u.width == width && u.height == height && u.scale == scale && u.fullscreen() == fullscreen && u.vsync == vsync {
return false
}
u.forceSetScreenSize(width, height, scale, fullscreen, vsync)
return true
}
// forceSetScreenSize must be called from the main thread.
func (u *userInterface) forceSetScreenSize(width, height int, scale float64, fullscreen bool, vsync bool) {
// 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.
// 252 is an arbitrary number and I guess this is small enough.
const minWindowWidth = 252
u.width = width
u.windowWidth = width
s := scale * devicescale.GetAt(u.currentMonitor().GetPos())
if int(float64(width)*s) < minWindowWidth {
u.windowWidth = int(math.Ceil(minWindowWidth / s))
}
u.height = height
u.scale = scale
u.fullscreenScale = 0
u.vsync = vsync
// To make sure the current existing framebuffers are rendered,
// swap buffers here before SetSize is called.
u.swapBuffers()
if fullscreen {
if u.origPosX < 0 && u.origPosY < 0 {
u.origPosX, u.origPosY = u.window.GetPos()
}
m := u.currentMonitor()
v := m.GetVideoMode()
u.window.SetMonitor(m, 0, 0, v.Width, v.Height, v.RefreshRate)
} else {
if u.window.GetMonitor() != nil {
// Give dummy values as the window position and size.
// The new window position should be specifying after SetSize.
u.window.SetMonitor(nil, 0, 0, 16, 16, 0)
}
oldW, oldH := u.window.GetSize()
newW, newH := u.glfwSize()
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(u.glfwSize())
event:
for {
glfw.PollEvents()
select {
case <-ch:
break event
default:
}
}
}
if u.origPosX >= 0 && u.origPosY >= 0 {
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 = -1
u.origPosY = -1
}
// Window title might be lost on macOS after coming back from fullscreen.
u.window.SetTitle(u.title)
}
if graphicscommand.Driver().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)
}
}
graphicscommand.Driver().SetVsyncEnabled(vsync)
u.toChangeSize = true
}
// currentMonitor returns the monitor most suitable with the current window.
//
// currentMonitor must be called on the main thread.
func (u *userInterface) currentMonitor() *glfw.Monitor {
w := u.window
if m := w.GetMonitor(); m != nil {
return m
}
// Get the monitor which the current window belongs to. This requires OS API.
return u.currentMonitorFromPosition()
}