mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
452 lines
9.9 KiB
Go
452 lines
9.9 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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"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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title string
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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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deviceScale float64
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glfwScale float64
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fullscreen bool
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fullscreenScale float64
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funcs chan func()
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running bool
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sizeChanged bool
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origPosX int
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origPosY int
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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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origPosX: -1,
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origPosY: -1,
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}
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u.window.MakeContextCurrent()
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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 {
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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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_ = u.runOnMainThread(func() error {
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r = u.setScreenSize(width, height, u.scale, u.fullscreen)
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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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_ = u.runOnMainThread(func() error {
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r = u.setScreenSize(u.width, u.height, scale, u.fullscreen)
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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 SetFullscreen(fullscreen 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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u := currentUI
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u.setScreenSize(u.width, u.height, u.scale, fullscreen)
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return nil
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})
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}()
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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 IsFullscreen() bool {
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u := currentUI
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if !u.isRunning() {
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return false
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}
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f := false
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_ = u.runOnMainThread(func() error {
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f = u.fullscreen
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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 ScreenOffset() (float64, float64) {
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u := currentUI
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if !u.isRunning() {
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return 0, 0
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}
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if !IsFullscreen() {
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return 0, 0
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}
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ox := 0.0
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oy := 0.0
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m := glfw.GetPrimaryMonitor()
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v := m.GetVideoMode()
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_ = u.runOnMainThread(func() error {
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ox = (float64(v.Width)*u.deviceScale/u.glfwScale - float64(u.width)*u.actualScreenScale()) / 2
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oy = (float64(v.Height)*u.deviceScale/u.glfwScale - float64(u.height)*u.actualScreenScale()) / 2
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return nil
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})
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return ox, oy
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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 := ScreenOffset()
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s := 0.0
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_ = currentUI.runOnMainThread(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 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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opengl.Init(currentUI.runOnMainThread)
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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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if !u.setScreenSize(width, height, scale, false) {
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return errors.New("ui: Fail to set the screen size")
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}
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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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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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x, y = adjustWindowPosition(x, y)
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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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if u.glfwScale == 0 {
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u.glfwScale = glfwScale()
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}
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return int(float64(u.width) * u.scale * u.glfwScale), int(float64(u.height) * u.scale * u.glfwScale)
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}
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func (u *userInterface) getScale() float64 {
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if !u.fullscreen {
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return u.scale
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}
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if u.fullscreenScale == 0 {
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if u.glfwScale == 0 {
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u.glfwScale = glfwScale()
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}
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m := glfw.GetPrimaryMonitor()
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v := m.GetVideoMode()
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sw := float64(v.Width) / u.glfwScale / float64(u.width)
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sh := float64(v.Height) / u.glfwScale / float64(u.height)
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s := sw
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if s > sh {
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s = sh
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}
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u.fullscreenScale = s
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}
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return u.fullscreenScale
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}
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func (u *userInterface) actualScreenScale() float64 {
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if u.deviceScale == 0 {
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u.deviceScale = deviceScale()
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}
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return u.getScale() * u.deviceScale
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}
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func (u *userInterface) pollEvents() {
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glfw.PollEvents()
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if u.glfwScale == 0 {
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u.glfwScale = glfwScale()
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}
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currentInput.update(u.window, u.getScale()*u.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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sizeChanged := false
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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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sizeChanged = true
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return nil
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})
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if sizeChanged {
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g.SetSize(u.width, u.height, actualScale)
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}
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_ = u.runOnMainThread(func() error {
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u.pollEvents()
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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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u.pollEvents()
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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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})
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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 := opengl.GetContext().BindScreenFramebuffer(); err != nil {
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return err
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}
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_ = u.runOnMainThread(func() error {
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u.swapBuffers()
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return nil
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})
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}
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}
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func (u *userInterface) swapBuffers() {
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u.window.SwapBuffers()
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}
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func (u *userInterface) setScreenSize(width, height int, scale float64, fullscreen bool) bool {
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if u.width == width && u.height == height && u.scale == scale && u.fullscreen == fullscreen {
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return false
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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
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}
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if u.width != width || u.height != height {
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u.width = width
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u.height = height
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u.fullscreenScale = 0
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}
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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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u.swapBuffers()
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u.fullscreen = fullscreen
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if u.fullscreen {
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if u.origPosX < 0 && u.origPosY < 0 {
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u.origPosX, u.origPosY = u.window.GetPos()
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}
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m := glfw.GetPrimaryMonitor()
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v := m.GetVideoMode()
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u.window.SetMonitor(m, 0, 0, v.Width, v.Height, v.RefreshRate)
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} else {
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if u.origPosX >= 0 && u.origPosY >= 0 {
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x := u.origPosX
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y := u.origPosY
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u.window.SetMonitor(nil, x, y, 16, 16, 0)
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u.origPosX = -1
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u.origPosY = -1
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}
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ch := make(chan struct{})
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u.window.SetFramebufferSizeCallback(func(_ *glfw.Window, width, height int) {
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u.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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u.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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// Window title might lost on macOS after coming back from fullscreen.
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u.window.SetTitle(u.title)
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}
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// SwapInterval is affected by the current monitor of the window.
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// This needs to be called at least after SetMonitor.
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// Without SwapInterval after SetMonitor, vsynch doesn't work (#375).
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glfw.SwapInterval(1)
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// TODO: Rename this variable?
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u.sizeChanged = true
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return true
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}
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