ebiten/window.go
Hajime Hoshi c9863284cf uidriver/glfw: Set a default window size
Now RunGame can be called without SetWindowSize.
2019-12-22 12:51:36 +09:00

205 lines
5.5 KiB
Go

// Copyright 2019 The Ebiten Authors
//
// 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.
package ebiten
import (
"image"
"sync"
)
const (
maxInt = int(^uint(0) >> 1)
minInt = -maxInt - 1
invalidPos = minInt
)
// SetWindowDecorated sets the state if the window is decorated.
//
// The window is decorated by default.
//
// SetWindowDecorated works only on desktops.
// SetWindowDecorated does nothing on other platforms.
//
// SetWindowDecorated is concurrent-safe.
func SetWindowDecorated(decorated bool) {
uiDriver().SetWindowDecorated(decorated)
}
// IsWindowDecorated reports whether the window is decorated.
//
// IsWindowDecorated is concurrent-safe.
func IsWindowDecorated() bool {
return uiDriver().IsWindowDecorated()
}
// setWindowResizable is unexported until specification is determined (#320)
//
// setWindowResizable sets the state if the window is resizable.
//
// The window is not resizable by default.
//
// When the window is resizable, the image size given via the update function can be changed by resizing.
//
// setWindowResizable works only on desktops.
// setWindowResizable does nothing on other platforms.
//
// setWindowResizable panics if setWindowResizable is called after the main loop.
//
// setWindowResizable is concurrent-safe.
func setWindowResizable(resizable bool) {
uiDriver().SetWindowResizable(resizable)
}
// IsWindowResizable reports whether the window is resizable.
//
// IsWindowResizable is concurrent-safe.
func IsWindowResizable() bool {
return uiDriver().IsWindowResizable()
}
// SetWindowTitle sets the title of the window.
//
// SetWindowTitle does nothing on mobiles.
//
// SetWindowTitle is concurrent-safe.
func SetWindowTitle(title string) {
uiDriver().SetWindowTitle(title)
}
// SetWindowIcon sets the icon of the game window.
//
// If len(iconImages) is 0, SetWindowIcon reverts the icon to the default one.
//
// For desktops, see the document of glfwSetWindowIcon of GLFW 3.2:
//
// This function sets the icon of the specified window.
// If passed an array of candidate images, those of or closest to the sizes
// desired by the system are selected.
// If no images are specified, the window reverts to its default icon.
//
// The desired image sizes varies depending on platform and system settings.
// The selected images will be rescaled as needed.
// Good sizes include 16x16, 32x32 and 48x48.
//
// As macOS windows don't have icons, SetWindowIcon doesn't work on macOS.
//
// SetWindowIcon doesn't work on browsers or mobiles.
//
// SetWindowIcon is concurrent-safe.
func SetWindowIcon(iconImages []image.Image) {
uiDriver().SetWindowIcon(iconImages)
}
// WindowPosition returns the window position.
//
// WindowPosition panics if the main loop does not start yet.
//
// WindowPosition returns the last window position on fullscreen mode.
//
// WindowPosition returns (0, 0) on browsers and mobiles.
//
// WindowPosition is concurrent-safe.
func WindowPosition() (x, y int) {
if x, y, ok := initWindowPosition(); ok {
return x, y
}
return uiDriver().WindowPosition()
}
// SetWindowPosition sets the window position.
//
// SetWindowPosition does nothing on fullscreen mode.
//
// SetWindowPosition does nothing on browsers and mobiles.
//
// SetWindowPosition is concurrent-safe.
func SetWindowPosition(x, y int) {
if setInitWindowPosition(x, y) {
return
}
uiDriver().SetWindowPosition(x, y)
}
var (
windowM sync.Mutex
mainLoopStarted bool
initWindowPositionX = invalidPos
initWindowPositionY = invalidPos
)
func initWindowPosition() (x, y int, ok bool) {
windowM.Lock()
defer windowM.Unlock()
if mainLoopStarted {
return 0, 0, false
}
if initWindowPositionX == invalidPos || initWindowPositionY == invalidPos {
return 0, 0, false
}
return initWindowPositionX, initWindowPositionY, true
}
func setInitWindowPosition(x, y int) bool {
windowM.Lock()
defer windowM.Unlock()
if mainLoopStarted {
return false
}
initWindowPositionX, initWindowPositionY = x, y
return true
}
func fixWindowPosition(width, height int) {
windowM.Lock()
defer windowM.Unlock()
defer func() {
mainLoopStarted = true
}()
if !uiDriver().CanHaveWindow() {
return
}
if initWindowPositionX == invalidPos || initWindowPositionY == invalidPos {
mx, my := uiDriver().MonitorPosition()
sw, sh := uiDriver().ScreenSizeInFullscreen()
x := mx + (sw-width)/2
y := my + (sh-height)/3
uiDriver().SetWindowPosition(x, y)
} else {
uiDriver().SetWindowPosition(initWindowPositionX, initWindowPositionY)
}
}
// WindowSize returns the window size. On fullscreen mode, WindowSize returns the original window size.
//
// WindowSize is concurrent-safe.
func WindowSize() (int, int) {
return uiDriver().WindowSize()
}
// SetWindowSize sets the window size. On fullscreen mode, SetWindowSize sets the original window size.
//
// SetWindowSize panics if width or height is not a positive number.
//
// SetWindowSize is concurrent-safe.
func SetWindowSize(width, height int) {
if width <= 0 || height <= 0 {
panic("ebiten: width and height must be positive")
}
uiDriver().SetWindowSize(width, height)
}