ebiten/internal/uidriver/glfw/ui.go
2020-10-07 02:07:03 +09:00

1172 lines
27 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 !android
// +build !ios
package glfw
import (
"fmt"
"image"
"os"
"runtime"
"sync"
"time"
"github.com/hajimehoshi/ebiten/v2/internal/devicescale"
"github.com/hajimehoshi/ebiten/v2/internal/driver"
"github.com/hajimehoshi/ebiten/v2/internal/glfw"
"github.com/hajimehoshi/ebiten/v2/internal/hooks"
"github.com/hajimehoshi/ebiten/v2/internal/thread"
)
type UserInterface struct {
context driver.UIContext
title string
window *glfw.Window
// windowWidth and windowHeight represents a window size.
// The unit is device-dependent pixels.
windowWidth int
windowHeight int
running bool
toChangeSize bool
origPosX int
origPosY int
runnableOnUnfocused bool
vsync bool
lastDeviceScaleFactor float64
initMonitor *glfw.Monitor
initTitle string
initVsync bool
initFullscreenWidthInDP int
initFullscreenHeightInDP int
initFullscreen bool
initCursorMode driver.CursorMode
initWindowDecorated bool
initWindowResizable bool
initWindowPositionXInDP int
initWindowPositionYInDP int
initWindowWidthInDP int
initWindowHeightInDP int
initWindowFloating bool
initWindowMaximized bool
initScreenTransparent bool
initIconImages []image.Image
initFocused bool
vsyncInited bool
reqWidth int
reqHeight int
input Input
iwindow window
t *thread.Thread
m sync.RWMutex
}
const (
maxInt = int(^uint(0) >> 1)
minInt = -maxInt - 1
invalidPos = minInt
)
var (
theUI = &UserInterface{
runnableOnUnfocused: true,
origPosX: invalidPos,
origPosY: invalidPos,
initVsync: true,
initCursorMode: driver.CursorModeVisible,
initWindowDecorated: true,
initWindowPositionXInDP: invalidPos,
initWindowPositionYInDP: invalidPos,
initWindowWidthInDP: 640,
initWindowHeightInDP: 480,
initFocused: true,
vsync: true,
}
)
func init() {
theUI.input.ui = theUI
theUI.iwindow.ui = theUI
}
func Get() *UserInterface {
return theUI
}
func init() {
hideConsoleWindowOnWindows()
if err := initialize(); err != nil {
panic(err)
}
glfw.SetMonitorCallback(func(monitor *glfw.Monitor, event glfw.PeripheralEvent) {
cacheMonitors()
})
cacheMonitors()
}
func initialize() error {
if err := glfw.Init(); err != nil {
return err
}
glfw.WindowHint(glfw.Visible, glfw.False)
glfw.WindowHint(glfw.ClientAPI, glfw.NoAPI)
// Create a window to set the initial monitor.
w, err := glfw.CreateWindow(16, 16, "", nil, nil)
if err != nil {
return err
}
if w == nil {
// This can happen on Windows Remote Desktop (#903).
panic("glfw: glfw.CreateWindow must not return nil")
}
// Create a window and set it: this affects fromGLFWMonitorPixel and deviceScaleFactor.
theUI.window = w
theUI.initMonitor = currentMonitor(w)
v := theUI.initMonitor.GetVideoMode()
theUI.initFullscreenWidthInDP = int(theUI.fromGLFWMonitorPixel(float64(v.Width)))
theUI.initFullscreenHeightInDP = int(theUI.fromGLFWMonitorPixel(float64(v.Height)))
theUI.window.Destroy()
theUI.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,
// or returns nil if monitor is not found.
//
// getCachedMonitor must be called on the main thread.
func getCachedMonitor(wx, wy int) *cachedMonitor {
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
}
}
return nil
}
func (u *UserInterface) isRunning() bool {
u.m.RLock()
v := u.running
u.m.RUnlock()
return v
}
func (u *UserInterface) setRunning(running bool) {
u.m.Lock()
u.running = running
u.m.Unlock()
}
func (u *UserInterface) getInitTitle() string {
u.m.RLock()
v := u.initTitle
u.m.RUnlock()
return v
}
func (u *UserInterface) setInitTitle(title string) {
u.m.RLock()
u.initTitle = title
u.m.RUnlock()
}
func (u *UserInterface) isInitVsyncEnabled() bool {
u.m.RLock()
v := u.initVsync
u.m.RUnlock()
return v
}
func (u *UserInterface) isInitFullscreen() bool {
u.m.RLock()
v := u.initFullscreen
u.m.RUnlock()
return v
}
func (u *UserInterface) setInitFullscreen(initFullscreen bool) {
u.m.Lock()
u.initFullscreen = initFullscreen
u.m.Unlock()
}
func (u *UserInterface) getInitCursorMode() driver.CursorMode {
u.m.RLock()
v := u.initCursorMode
u.m.RUnlock()
return v
}
func (u *UserInterface) setInitCursorMode(mode driver.CursorMode) {
u.m.Lock()
u.initCursorMode = mode
u.m.Unlock()
}
func (u *UserInterface) isInitWindowDecorated() bool {
u.m.RLock()
v := u.initWindowDecorated
u.m.RUnlock()
return v
}
func (u *UserInterface) setInitWindowDecorated(decorated bool) {
u.m.Lock()
u.initWindowDecorated = decorated
u.m.Unlock()
}
func (u *UserInterface) isRunnableOnUnfocused() bool {
u.m.RLock()
v := u.runnableOnUnfocused
u.m.RUnlock()
return v
}
func (u *UserInterface) setRunnableOnUnfocused(runnableOnUnfocused bool) {
u.m.Lock()
u.runnableOnUnfocused = runnableOnUnfocused
u.m.Unlock()
}
func (u *UserInterface) isInitWindowResizable() bool {
u.m.RLock()
v := u.initWindowResizable
u.m.RUnlock()
return v
}
func (u *UserInterface) setInitWindowResizable(resizable bool) {
u.m.Lock()
u.initWindowResizable = resizable
u.m.Unlock()
}
func (u *UserInterface) isInitScreenTransparent() bool {
u.m.RLock()
v := u.initScreenTransparent
u.m.RUnlock()
return v
}
func (u *UserInterface) setInitScreenTransparent(transparent bool) {
u.m.RLock()
u.initScreenTransparent = transparent
u.m.RUnlock()
}
func (u *UserInterface) getInitIconImages() []image.Image {
u.m.RLock()
i := u.initIconImages
u.m.RUnlock()
return i
}
func (u *UserInterface) setInitIconImages(iconImages []image.Image) {
u.m.Lock()
u.initIconImages = iconImages
u.m.Unlock()
}
func (u *UserInterface) getInitWindowPosition() (int, int) {
u.m.RLock()
defer u.m.RUnlock()
if u.initWindowPositionXInDP != invalidPos && u.initWindowPositionYInDP != invalidPos {
return u.initWindowPositionXInDP, u.initWindowPositionYInDP
}
return invalidPos, invalidPos
}
func (u *UserInterface) setInitWindowPosition(x, y int) {
u.m.Lock()
defer u.m.Unlock()
u.initWindowPositionXInDP = x
u.initWindowPositionYInDP = y
}
func (u *UserInterface) getInitWindowSize() (int, int) {
u.m.Lock()
w, h := u.initWindowWidthInDP, u.initWindowHeightInDP
u.m.Unlock()
return w, h
}
func (u *UserInterface) setInitWindowSize(width, height int) {
u.m.Lock()
u.initWindowWidthInDP, u.initWindowHeightInDP = width, height
u.m.Unlock()
}
func (u *UserInterface) isInitWindowFloating() bool {
u.m.Lock()
f := u.initWindowFloating
u.m.Unlock()
return f
}
func (u *UserInterface) setInitWindowFloating(floating bool) {
u.m.Lock()
u.initWindowFloating = floating
u.m.Unlock()
}
func (u *UserInterface) isInitWindowMaximized() bool {
u.m.Lock()
f := u.initWindowMaximized
u.m.Unlock()
return f
}
func (u *UserInterface) setInitWindowMaximized(floating bool) {
u.m.Lock()
u.initWindowMaximized = floating
u.m.Unlock()
}
func (u *UserInterface) isInitFocused() bool {
u.m.Lock()
v := u.initFocused
u.m.Unlock()
return v
}
func (u *UserInterface) setInitFocused(focused bool) {
u.m.Lock()
u.initFocused = focused
u.m.Unlock()
}
func (u *UserInterface) ScreenSizeInFullscreen() (int, int) {
if !u.isRunning() {
return u.initFullscreenWidthInDP, u.initFullscreenHeightInDP
}
var w, h int
_ = u.t.Call(func() error {
v := currentMonitor(u.window).GetVideoMode()
w = int(u.fromGLFWMonitorPixel(float64(v.Width)))
h = int(u.fromGLFWMonitorPixel(float64(v.Height)))
return nil
})
return w, h
}
// isFullscreen must be called from the main thread.
func (u *UserInterface) isFullscreen() bool {
if !u.isRunning() {
panic("glfw: isFullscreen can't be called before the main loop starts")
}
return u.window.GetMonitor() != nil
}
func (u *UserInterface) IsFullscreen() bool {
if !u.isRunning() {
return u.isInitFullscreen()
}
b := false
_ = u.t.Call(func() error {
b = u.isFullscreen()
return nil
})
return b
}
func (u *UserInterface) SetFullscreen(fullscreen bool) {
if !u.isRunning() {
u.setInitFullscreen(fullscreen)
return
}
var update bool
_ = u.t.Call(func() error {
update = u.isFullscreen() != fullscreen
return nil
})
if !update {
return
}
var w, h int
_ = u.t.Call(func() error {
w, h = u.windowWidth, u.windowHeight
return nil
})
u.setWindowSize(w, h, fullscreen)
}
func (u *UserInterface) IsFocused() bool {
if !u.isRunning() {
return false
}
var focused bool
_ = u.t.Call(func() error {
focused = u.window.GetAttrib(glfw.Focused) == glfw.True
return nil
})
return focused
}
func (u *UserInterface) SetRunnableOnUnfocused(runnableOnUnfocused bool) {
u.setRunnableOnUnfocused(runnableOnUnfocused)
}
func (u *UserInterface) IsRunnableOnUnfocused() bool {
return u.isRunnableOnUnfocused()
}
func (u *UserInterface) SetVsyncEnabled(enabled bool) {
if !u.isRunning() {
// In general, m is used for locking init* values.
// m is not used for updating vsync in setWindowSize so far, but
// it should be OK since any goroutines can't reach here when
// the game already starts and setWindowSize can be called.
u.m.Lock()
u.initVsync = enabled
u.m.Unlock()
return
}
_ = u.t.Call(func() error {
if !u.vsyncInited {
u.m.Lock()
u.initVsync = enabled
u.m.Unlock()
return nil
}
u.vsync = enabled
u.updateVsync()
return nil
})
}
func (u *UserInterface) IsVsyncEnabled() bool {
if !u.isRunning() {
return u.isInitVsyncEnabled()
}
var v bool
_ = u.t.Call(func() error {
if !u.vsyncInited {
v = u.isInitVsyncEnabled()
return nil
}
v = u.vsync
return nil
})
return v
}
func (u *UserInterface) CursorMode() driver.CursorMode {
if !u.isRunning() {
return u.getInitCursorMode()
}
var v driver.CursorMode
_ = u.t.Call(func() error {
mode := u.window.GetInputMode(glfw.CursorMode)
switch mode {
case glfw.CursorNormal:
v = driver.CursorModeVisible
case glfw.CursorHidden:
v = driver.CursorModeHidden
case glfw.CursorDisabled:
v = driver.CursorModeCaptured
default:
panic(fmt.Sprintf("invalid cursor mode: %d", mode))
}
return nil
})
return v
}
func (u *UserInterface) SetCursorMode(mode driver.CursorMode) {
if !u.isRunning() {
u.setInitCursorMode(mode)
return
}
_ = u.t.Call(func() error {
var c int
switch mode {
case driver.CursorModeVisible:
c = glfw.CursorNormal
case driver.CursorModeHidden:
c = glfw.CursorHidden
case driver.CursorModeCaptured:
c = glfw.CursorDisabled
default:
panic(fmt.Sprintf("invalid cursor mode: %d", mode))
}
u.window.SetInputMode(glfw.CursorMode, c)
return nil
})
}
func (u *UserInterface) DeviceScaleFactor() float64 {
if !u.isRunning() {
return devicescale.GetAt(u.initMonitor.GetPos())
}
f := 0.0
_ = u.t.Call(func() error {
f = u.deviceScaleFactor()
return nil
})
return f
}
// deviceScaleFactor must be called from the main thread.
func (u *UserInterface) deviceScaleFactor() float64 {
// Before calling SetWindowPosition, the window's position is not reliable.
if u.iwindow.setPositionCalled {
// Avoid calling monitor.GetPos if we have the monitor position cached already.
if cm := getCachedMonitor(u.window.GetPos()); cm != nil {
return devicescale.GetAt(cm.x, cm.y)
}
}
return devicescale.GetAt(currentMonitor(u.window).GetPos())
}
func init() {
// Lock the main thread.
runtime.LockOSThread()
}
func (u *UserInterface) Run(uicontext driver.UIContext) error {
u.context = uicontext
// Initialize the main thread first so the thread is available at u.run (#809).
u.t = thread.New()
u.Graphics().SetThread(u.t)
ch := make(chan error, 1)
go func() {
defer func() {
_ = u.t.Call(func() error {
return thread.BreakLoop
})
}()
defer close(ch)
if err := u.run(); err != nil {
ch <- err
}
}()
u.setRunning(true)
u.t.Loop()
u.setRunning(false)
return <-ch
}
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) run() error {
if err := u.t.Call(func() 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)
}
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)
}
return nil
}); err != nil {
return err
}
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.t.Call(func() error {
u.window.Maximize()
return nil
})
}
_ = u.t.Call(func() error {
u.title = u.getInitTitle()
u.window.SetTitle(u.title)
u.window.Show()
return nil
})
var w uintptr
_ = u.t.Call(func() error {
w = u.nativeWindow()
return nil
})
if g, ok := u.Graphics().(interface{ SetWindow(uintptr) }); ok {
g.SetWindow(w)
}
return u.loop()
}
func (u *UserInterface) updateSize() {
var w, h int
_ = u.t.Call(func() error {
w, h = u.windowWidth, u.windowHeight
return nil
})
u.setWindowSize(w, h, u.isFullscreen())
sizeChanged := false
_ = u.t.Call(func() error {
if !u.toChangeSize {
return nil
}
u.toChangeSize = false
sizeChanged = true
return nil
})
if sizeChanged {
var w, h float64
_ = u.t.Call(func() error {
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 nil
})
u.context.Layout(w, h)
}
}
func (u *UserInterface) update() error {
shouldClose := false
_ = u.t.Call(func() error {
shouldClose = u.window.ShouldClose()
return nil
})
if shouldClose {
return driver.RegularTermination
}
if u.isInitFullscreen() {
var w, h int
_ = u.t.Call(func() error {
w, h = u.window.GetSize()
return nil
})
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).
_ = u.t.Call(func() error {
if !u.vsyncInited {
u.vsync = u.isInitVsyncEnabled()
u.updateVsync()
u.vsyncInited = true
}
return nil
})
// This call is needed for initialization.
u.updateSize()
_ = u.t.Call(func() error {
glfw.PollEvents()
return nil
})
u.input.update(u.window, u.context)
_ = u.t.Call(func() error {
defer hooks.ResumeAudio()
for !u.isRunnableOnUnfocused() && u.window.GetAttrib(glfw.Focused) == 0 {
hooks.SuspendAudio()
// Wait for an arbitrary period to avoid busy loop.
time.Sleep(time.Second / 60)
glfw.PollEvents()
if u.window.ShouldClose() {
return nil
}
}
return nil
})
if err := u.context.Update(); err != nil {
return err
}
if err := u.context.Draw(); err != nil {
return err
}
// Update the screen size when the window is resizable.
var w, h int
_ = u.t.Call(func() error {
w, h = u.reqWidth, u.reqHeight
return nil
})
if w != 0 || h != 0 {
u.setWindowSize(w, h, u.isFullscreen())
}
_ = u.t.Call(func() error {
u.reqWidth = 0
u.reqHeight = 0
return nil
})
return 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()
}
if err := u.update(); err != nil {
return err
}
_ = 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()
}
}
func (u *UserInterface) setWindowSize(width, height int, fullscreen bool) {
windowRecreated := false
_ = u.t.Call(func() error {
if u.windowWidth == width && u.windowHeight == height && u.isFullscreen() == fullscreen && u.lastDeviceScaleFactor == u.deviceScaleFactor() {
return nil
}
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()
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
return nil
})
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).
u.updateSize()
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
}