mirror of
https://github.com/hajimehoshi/ebiten.git
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112654995f
* Hide console only if double-clicking Windows exe When building on Windows the console window is hidden on start-up if double-clicking the executable but not if running the program from the command line (as a developer). See the code comments for an explanation of the used heuristic.
362 lines
7.6 KiB
Go
362 lines
7.6 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 linux windows
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// +build !js
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// +build !android
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// +build !ios
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package ui
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import (
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"errors"
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"runtime"
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"sync"
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"time"
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"github.com/go-gl/glfw/v3.2/glfw"
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"github.com/hajimehoshi/ebiten/internal/opengl"
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)
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type userInterface struct {
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window *glfw.Window
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width int
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height int
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scale float64
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funcs chan func()
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running bool
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sizeChanged bool
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m sync.Mutex
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}
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var currentUI *userInterface
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func init() {
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if err := initialize(); err != nil {
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panic(err)
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}
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}
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func initialize() error {
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runtime.LockOSThread()
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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.Resizable, glfw.False)
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glfw.WindowHint(glfw.ContextVersionMajor, 2)
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glfw.WindowHint(glfw.ContextVersionMinor, 1)
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// As start, create an window with temporary size to create OpenGL context thread.
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window, 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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hideConsoleWindowOnWindows()
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u := &userInterface{
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window: window,
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funcs: make(chan func()),
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sizeChanged: true,
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}
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u.window.MakeContextCurrent()
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glfw.SwapInterval(1)
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currentUI = u
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return nil
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}
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func RunMainThreadLoop(ch <-chan error) error {
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// TODO: Check this is done on the main thread.
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currentUI.setRunning(true)
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defer func() {
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currentUI.setRunning(false)
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}()
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for {
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select {
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case f := <-currentUI.funcs:
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f()
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case err := <-ch:
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// ch returns a value not only when an error occur but also it is closed.
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return err
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}
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}
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}
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func (u *userInterface) isRunning() bool {
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u.m.Lock()
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defer u.m.Unlock()
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return u.running
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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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defer u.m.Unlock()
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u.running = running
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}
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func (u *userInterface) runOnMainThread(f func() error) error {
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if u.funcs == nil {
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// already closed
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return nil
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}
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ch := make(chan struct{})
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var err error
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u.funcs <- func() {
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err = f()
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close(ch)
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}
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<-ch
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return err
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}
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func SetScreenSize(width, height int) (bool, error) {
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u := currentUI
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if !u.isRunning() {
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return false, errors.New("ui: Run is not called yet")
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}
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r := false
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if err := u.runOnMainThread(func() error {
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var err error
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r, err = u.setScreenSize(width, height, u.scale)
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if err != nil {
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return err
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}
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return nil
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}); err != nil {
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return false, err
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}
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return r, nil
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}
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func SetScreenScale(scale float64) (bool, error) {
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u := currentUI
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if !u.isRunning() {
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return false, errors.New("ui: Run is not called yet")
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}
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r := false
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if err := u.runOnMainThread(func() error {
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var err error
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r, err = u.setScreenSize(u.width, u.height, scale)
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if err != nil {
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return err
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}
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return nil
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}); err != nil {
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return false, err
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}
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return r, nil
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}
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func ScreenScale() float64 {
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u := currentUI
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if !u.isRunning() {
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return 0
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}
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s := 0.0
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_ = u.runOnMainThread(func() error {
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s = u.scale
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return nil
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})
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return s
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}
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func SetCursorVisibility(visible bool) {
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// This can be called before Run: change the state asyncly.
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go func() {
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_ = currentUI.runOnMainThread(func() error {
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c := glfw.CursorNormal
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if !visible {
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c = glfw.CursorHidden
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}
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currentUI.window.SetInputMode(glfw.CursorMode, c)
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return nil
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})
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}()
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}
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func Run(width, height int, scale float64, title string, g GraphicsContext) error {
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u := currentUI
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// GLContext must be created before setting the screen size, which requires
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// swapping buffers.
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var err error
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glContext, err = opengl.NewContext(currentUI.runOnMainThread)
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if err != nil {
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return err
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}
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if err := u.runOnMainThread(func() error {
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m := glfw.GetPrimaryMonitor()
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v := m.GetVideoMode()
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r, err := u.setScreenSize(width, height, scale)
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if err != nil {
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return err
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}
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if !r {
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return errors.New("ui: Fail to set the screen size")
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}
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u.window.SetTitle(title)
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u.window.Show()
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w, h := u.glfwSize()
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x := (v.Width - w) / 2
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y := (v.Height - h) / 3
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u.window.SetPos(x, y)
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return nil
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}); err != nil {
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return err
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}
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return u.loop(g)
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}
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func (u *userInterface) glfwSize() (int, int) {
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return int(float64(u.width) * u.scale * glfwScale()), int(float64(u.height) * u.scale * glfwScale())
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}
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func (u *userInterface) actualScreenScale() float64 {
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return u.scale * deviceScale()
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}
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func (u *userInterface) pollEvents() error {
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glfw.PollEvents()
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return currentInput.update(u.window, u.scale*glfwScale())
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}
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func (u *userInterface) update(g GraphicsContext) error {
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shouldClose := false
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_ = u.runOnMainThread(func() error {
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shouldClose = u.window.ShouldClose()
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return nil
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})
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if shouldClose {
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return &RegularTermination{}
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}
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actualScale := 0.0
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_ = u.runOnMainThread(func() error {
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if !u.sizeChanged {
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return nil
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}
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u.sizeChanged = false
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actualScale = u.actualScreenScale()
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return nil
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})
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if 0 < actualScale {
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if err := g.SetSize(u.width, u.height, actualScale); err != nil {
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return err
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}
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}
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if err := u.runOnMainThread(func() error {
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if err := u.pollEvents(); err != nil {
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return err
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}
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for u.window.GetAttrib(glfw.Focused) == 0 {
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// Wait for an arbitrary period to avoid busy loop.
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time.Sleep(time.Second / 60)
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if err := u.pollEvents(); err != nil {
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return err
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}
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if u.window.ShouldClose() {
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return nil
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}
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}
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return nil
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}); err != nil {
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return err
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}
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if err := g.Update(); err != nil {
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return err
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}
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return nil
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}
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func (u *userInterface) loop(g GraphicsContext) error {
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defer func() {
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_ = u.runOnMainThread(func() error {
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glfw.Terminate()
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return nil
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})
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}()
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for {
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if err := u.update(g); err != nil {
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return err
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}
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// The bound framebuffer must be the default one (0) before swapping buffers.
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if err := glContext.BindScreenFramebuffer(); err != nil {
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return err
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}
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if err := u.runOnMainThread(func() error {
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return u.swapBuffers()
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}); err != nil {
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return err
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}
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}
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}
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func (u *userInterface) swapBuffers() error {
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u.window.SwapBuffers()
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return nil
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}
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func (u *userInterface) FinishRendering() error {
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return nil
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}
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func (u *userInterface) setScreenSize(width, height int, scale float64) (bool, error) {
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if u.width == width && u.height == height && u.scale == scale {
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return false, nil
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}
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origScale := u.scale
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u.scale = scale
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// On Windows, giving a too small width doesn't call a callback (#165).
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// To prevent hanging up, return asap if the width is too small.
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// 252 is an arbitrary number and I guess this is small enough.
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// TODO: The same check should be in ui_js.go
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const minWindowWidth = 252
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if int(float64(width)*u.actualScreenScale()) < minWindowWidth {
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u.scale = origScale
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return false, nil
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}
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u.width = width
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u.height = height
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// To make sure the current existing framebuffers are rendered,
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// swap buffers here before SetSize is called.
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if err := u.swapBuffers(); err != nil {
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return false, err
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}
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ch := make(chan struct{})
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window := u.window
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window.SetFramebufferSizeCallback(func(_ *glfw.Window, width, height int) {
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window.SetFramebufferSizeCallback(nil)
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close(ch)
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})
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w, h := u.glfwSize()
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window.SetSize(w, h)
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event:
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for {
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glfw.PollEvents()
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select {
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case <-ch:
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break event
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default:
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}
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}
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u.sizeChanged = true
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return true, nil
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}
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