mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 13:07:26 +01:00
838 lines
20 KiB
Go
838 lines
20 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 !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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"image"
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"math"
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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/devicescale"
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"github.com/hajimehoshi/ebiten/internal/hooks"
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"github.com/hajimehoshi/ebiten/internal/input"
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"github.com/hajimehoshi/ebiten/internal/mainthread"
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)
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type userInterface struct {
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title string
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window *glfw.Window
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width int
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windowWidth int
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height int
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scale float64
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fullscreenScale float64
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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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runnableInBackground bool
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vsync bool
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lastActualScale float64
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initFullscreen bool
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initCursorVisible bool
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initWindowDecorated bool
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initIconImages []image.Image
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m sync.Mutex
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}
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var (
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currentUI = &userInterface{
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origPosX: -1,
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origPosY: -1,
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initCursorVisible: true,
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initWindowDecorated: 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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runtime.LockOSThread()
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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.MonitorEvent) {
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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.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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decorated := glfw.False
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if currentUI.isInitWindowDecorated() {
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decorated = glfw.True
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}
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glfw.WindowHint(glfw.Decorated, decorated)
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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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currentUI.window = window
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currentUI.window.MakeContextCurrent()
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mode := glfw.CursorNormal
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if !currentUI.isInitCursorVisible() {
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mode = glfw.CursorHidden
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}
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if i := currentUI.getInitIconImages(); i != nil {
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currentUI.window.SetIcon(i)
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}
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currentUI.window.SetInputMode(glfw.CursorMode, mode)
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currentUI.window.SetInputMode(glfw.StickyMouseButtonsMode, glfw.True)
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currentUI.window.SetInputMode(glfw.StickyKeysMode, glfw.True)
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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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// returns false 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, bool) {
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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, true
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}
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}
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return nil, false
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}
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func Loop(ch <-chan error) error {
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currentUI.setRunning(true)
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if err := mainthread.Loop(ch); err != nil {
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return err
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}
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currentUI.setRunning(false)
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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.Lock()
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v := u.running
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u.m.Unlock()
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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) isInitFullscreen() bool {
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u.m.Lock()
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v := u.initFullscreen
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u.m.Unlock()
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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) isInitCursorVisible() bool {
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u.m.Lock()
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v := u.initCursorVisible
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u.m.Unlock()
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return v
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}
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func (u *userInterface) setInitCursorVisible(visible bool) {
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u.m.Lock()
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u.initCursorVisible = visible
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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.Lock()
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v := u.initWindowDecorated
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u.m.Unlock()
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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) isRunnableInBackground() bool {
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u.m.Lock()
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v := u.runnableInBackground
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u.m.Unlock()
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return v
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}
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func (u *userInterface) setRunnableInBackground(runnableInBackground bool) {
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u.m.Lock()
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u.runnableInBackground = runnableInBackground
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u.m.Unlock()
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}
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func (u *userInterface) getInitIconImages() []image.Image {
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u.m.Lock()
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i := u.initIconImages
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u.m.Unlock()
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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 ScreenSizeInFullscreen() (int, int) {
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u := currentUI
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var v *glfw.VidMode
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s := 0.0
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if u.isRunning() {
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_ = mainthread.Run(func() error {
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v = u.currentMonitor().GetVideoMode()
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s = glfwScale()
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return nil
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})
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} else {
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v = currentUI.currentMonitor().GetVideoMode()
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s = glfwScale()
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}
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return int(float64(v.Width) / s), int(float64(v.Height) / s)
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}
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func SetScreenSize(width, height int) bool {
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u := currentUI
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if !u.isRunning() {
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panic("ui: Run is not called yet")
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}
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r := false
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_ = mainthread.Run(func() error {
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r = u.setScreenSize(width, height, u.scale, u.fullscreen(), u.vsync)
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return nil
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})
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return r
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}
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func SetScreenScale(scale float64) bool {
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u := currentUI
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if !u.isRunning() {
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panic("ui: Run is not called yet")
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}
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r := false
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_ = mainthread.Run(func() error {
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r = u.setScreenSize(u.width, u.height, scale, u.fullscreen(), u.vsync)
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return nil
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})
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return r
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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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_ = mainthread.Run(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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// fullscreen must be called from the main thread.
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func (u *userInterface) fullscreen() bool {
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if !u.isRunning() {
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panic("not reached")
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}
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return u.window.GetMonitor() != nil
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}
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func IsFullscreen() bool {
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u := currentUI
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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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_ = mainthread.Run(func() error {
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b = u.fullscreen()
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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 SetFullscreen(fullscreen bool) {
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u := currentUI
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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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_ = mainthread.Run(func() error {
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u := currentUI
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u.setScreenSize(u.width, u.height, u.scale, fullscreen, u.vsync)
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return nil
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})
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}
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func SetRunnableInBackground(runnableInBackground bool) {
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currentUI.setRunnableInBackground(runnableInBackground)
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}
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func IsRunnableInBackground() bool {
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return currentUI.isRunnableInBackground()
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}
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func SetVsyncEnabled(enabled bool) {
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u := currentUI
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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 setScreenSize 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 setScreenSize can be called.
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u.m.Lock()
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u.vsync = enabled
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u.m.Unlock()
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return
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}
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_ = mainthread.Run(func() error {
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u := currentUI
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u.setScreenSize(u.width, u.height, u.scale, u.fullscreen(), enabled)
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return nil
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})
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}
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func IsVsyncEnabled() bool {
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u := currentUI
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u.m.Lock()
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r := u.vsync
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u.m.Unlock()
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return r
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}
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func SetWindowTitle(title string) {
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if !currentUI.isRunning() {
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return
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}
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_ = mainthread.Run(func() error {
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currentUI.window.SetTitle(title)
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return nil
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})
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}
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func SetWindowIcon(iconImages []image.Image) {
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if !currentUI.isRunning() {
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currentUI.setInitIconImages(iconImages)
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return
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}
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_ = mainthread.Run(func() error {
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currentUI.window.SetIcon(iconImages)
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return nil
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})
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}
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func ScreenPadding() (x0, y0, x1, y1 float64) {
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u := currentUI
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if !u.isRunning() {
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return 0, 0, 0, 0
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}
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if !IsFullscreen() {
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if u.width == u.windowWidth {
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return 0, 0, 0, 0
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}
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// The window width can be bigger than the game screen width (#444).
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ox := (float64(u.windowWidth)*u.actualScreenScale() - float64(u.width)*u.actualScreenScale()) / 2
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return ox, 0, ox, 0
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}
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m := u.window.GetMonitor()
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d := devicescale.GetAt(m.GetPos())
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v := m.GetVideoMode()
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sx := 0.0
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sy := 0.0
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gs := 0.0
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_ = mainthread.Run(func() error {
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sx = float64(u.width) * u.actualScreenScale()
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sy = float64(u.height) * u.actualScreenScale()
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gs = glfwScale()
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return nil
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})
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mx := float64(v.Width) * d / gs
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my := float64(v.Height) * d / gs
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ox := (mx - sx) / 2
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oy := (my - sy) / 2
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return ox, oy, (mx - sx) - ox, (my - sy) - oy
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}
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func AdjustedCursorPosition() (x, y int) {
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return adjustCursorPosition(input.Get().CursorPosition())
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}
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func adjustCursorPosition(x, y int) (int, int) {
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u := currentUI
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if !u.isRunning() {
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return x, y
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}
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ox, oy, _, _ := ScreenPadding()
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s := 0.0
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_ = mainthread.Run(func() error {
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s = currentUI.actualScreenScale()
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return nil
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})
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return x - int(ox/s), y - int(oy/s)
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}
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func AdjustedTouches() []*input.Touch {
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// TODO: Apply adjustCursorPosition
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return input.Get().Touches()
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}
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func IsCursorVisible() bool {
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u := currentUI
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if !u.isRunning() {
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return u.isInitCursorVisible()
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}
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v := false
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_ = mainthread.Run(func() error {
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v = currentUI.window.GetInputMode(glfw.CursorMode) == glfw.CursorNormal
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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 SetCursorVisible(visible bool) {
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u := currentUI
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if !u.isRunning() {
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u.setInitCursorVisible(visible)
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return
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}
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_ = mainthread.Run(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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func IsWindowDecorated() bool {
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u := currentUI
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if !u.isRunning() {
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return u.isInitWindowDecorated()
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}
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v := false
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_ = mainthread.Run(func() error {
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v = currentUI.window.GetAttrib(glfw.Decorated) == glfw.True
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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 SetWindowDecorated(decorated bool) {
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u := currentUI
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if !u.isRunning() {
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u.setInitWindowDecorated(decorated)
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return
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}
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panic("ui: SetWindowDecorated can't be called after Run so far.")
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// TODO: Now SetAttrib doesn't exist on GLFW 3.2. Revisit later (#556).
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// If SetAttrib exists, the implementation would be:
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//
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// _ = mainthread.Run(func() error {
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// v := glfw.False
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// if decorated {
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// v = glfw.True
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// }
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// currentUI.window.SetAttrib(glfw.Decorated, v)
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// return nil
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}
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func DeviceScaleFactor() float64 {
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f := 0.0
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u := currentUI
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if !u.isRunning() {
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return devicescale.GetAt(u.currentMonitor().GetPos())
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}
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_ = mainthread.Run(func() error {
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m := u.currentMonitor()
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f = devicescale.GetAt(m.GetPos())
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return nil
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})
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return f
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}
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func Run(width, height int, scale float64, title string, g GraphicsContext, mainloop bool) error {
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u := currentUI
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_ = mainthread.Run(func() error {
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// Get the monitor before showing the window.
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//
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// On Windows, there are two types of windows:
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//
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// active window: The window that has input-focus and attached to the calling thread.
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// foreground window: The window that has input-focus: this can be in another process
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//
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// currentMonitor returns the monitor for the active window when possible and then the monitor for
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// the foreground window as fallback. In the current situation, the current window is hidden and
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// there is not the active window but the foreground window. After showing the current window, the
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// current window will be the active window. Thus, currentMonitor retuls varies before and after
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// showing the window.
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m := u.currentMonitor()
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mx, my := m.GetPos()
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v := m.GetVideoMode()
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// The game is in window mode (not fullscreen mode) at the first state.
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// Don't refer u.initFullscreen here to avoid some GLFW problems.
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u.setScreenSize(width, height, scale, false, u.vsync)
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// Get the window size before showing since window.Show might change the current
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// monitor which affects glfwSize result.
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w, h := u.glfwSize()
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u.title = title
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u.window.SetTitle(title)
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u.window.Show()
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x := mx + (v.Width-w)/2
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y := my + (v.Height-h)/3
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x, y = adjustWindowPosition(x, y)
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u.window.SetPos(x, y)
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return nil
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})
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return u.loop(g)
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}
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// getSize must be called from the main thread.
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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
|
|
}
|
|
|
|
n1 := time.Now().UnixNano()
|
|
u.swapBuffers()
|
|
n2 := time.Now().UnixNano()
|
|
d := time.Duration(n2 - n1)
|
|
|
|
// On macOS Mojave, vsync might not work (#692).
|
|
// As a tempoarry fix, just wait for a while not to consume CPU too much.
|
|
const threshold = 4 * time.Millisecond // 250 [Hz]
|
|
if d < threshold {
|
|
time.Sleep(threshold - d)
|
|
}
|
|
return nil
|
|
})
|
|
}
|
|
}
|
|
|
|
// swapBuffers must be called from the main thread.
|
|
func (u *userInterface) swapBuffers() {
|
|
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)
|
|
}
|
|
|
|
// 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.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.currentMonitorImpl()
|
|
}
|