ebiten/internal/ui/ui_glfw.go
2018-02-24 20:40:26 +09:00

594 lines
13 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 !js
// +build !android
// +build !ios
package ui
import (
"image"
"math"
"runtime"
"sync"
"time"
"github.com/go-gl/glfw/v3.2/glfw"
"github.com/hajimehoshi/ebiten/internal/devicescale"
"github.com/hajimehoshi/ebiten/internal/opengl"
)
type userInterface struct {
title string
window *glfw.Window
width int
windowWidth int
height int
scale float64
fullscreenScale float64
running bool
sizeChanged bool
origPosX int
origPosY int
runnableInBackground bool
initFullscreen bool
initCursorVisible bool
initIconImages []image.Image
funcs chan func()
m sync.Mutex
}
var (
currentUI = &userInterface{
sizeChanged: true,
origPosX: -1,
origPosY: -1,
initCursorVisible: true,
}
currentUIInitialized = make(chan struct{})
)
func init() {
runtime.LockOSThread()
}
func initialize() error {
if err := glfw.Init(); err != nil {
return err
}
glfw.WindowHint(glfw.Visible, glfw.False)
glfw.WindowHint(glfw.Resizable, glfw.False)
glfw.WindowHint(glfw.ContextVersionMajor, 2)
glfw.WindowHint(glfw.ContextVersionMinor, 1)
// As start, create an window with temporary size to create OpenGL context thread.
window, err := glfw.CreateWindow(16, 16, "", nil, nil)
if err != nil {
return err
}
hideConsoleWindowOnWindows()
currentUI.window = window
currentUI.funcs = make(chan func())
currentUI.window.MakeContextCurrent()
mode := glfw.CursorNormal
if !currentUI.isInitCursorVisible() {
mode = glfw.CursorHidden
}
if i := currentUI.getInitIconImages(); i != nil {
currentUI.window.SetIcon(i)
}
currentUI.window.SetInputMode(glfw.CursorMode, mode)
currentUI.window.SetInputMode(glfw.StickyMouseButtonsMode, glfw.True)
currentUI.window.SetInputMode(glfw.StickyKeysMode, glfw.True)
return nil
}
func RunMainThreadLoop(ch <-chan error) error {
// This must be called on the main thread.
if err := initialize(); err != nil {
return err
}
close(currentUIInitialized)
// TODO: Check this is done on the main thread.
currentUI.setRunning(true)
defer func() {
currentUI.setRunning(false)
}()
for {
select {
case f := <-currentUI.funcs:
f()
case err := <-ch:
// ch returns a value not only when an error occur but also it is closed.
return err
}
}
}
func (u *userInterface) isRunning() bool {
u.m.Lock()
v := u.running
u.m.Unlock()
return v
}
func (u *userInterface) setRunning(running bool) {
u.m.Lock()
u.running = running
u.m.Unlock()
}
func (u *userInterface) isInitFullscreen() bool {
u.m.Lock()
v := u.initFullscreen
u.m.Unlock()
return v
}
func (u *userInterface) setInitFullscreen(initFullscreen bool) {
u.m.Lock()
u.initFullscreen = initFullscreen
u.m.Unlock()
}
func (u *userInterface) isInitCursorVisible() bool {
u.m.Lock()
v := u.initCursorVisible
u.m.Unlock()
return v
}
func (u *userInterface) setInitCursorVisible(visible bool) {
u.m.Lock()
u.initCursorVisible = visible
u.m.Unlock()
}
func (u *userInterface) isRunnableInBackground() bool {
u.m.Lock()
v := u.runnableInBackground
u.m.Unlock()
return v
}
func (u *userInterface) setRunnableInBackground(runnableInBackground bool) {
u.m.Lock()
u.runnableInBackground = runnableInBackground
u.m.Unlock()
}
func (u *userInterface) getInitIconImages() []image.Image {
u.m.Lock()
i := u.initIconImages
u.m.Unlock()
return i
}
func (u *userInterface) setInitIconImages(iconImages []image.Image) {
u.m.Lock()
u.initIconImages = iconImages
u.m.Unlock()
}
func (u *userInterface) runOnMainThread(f func() error) error {
if u.funcs == nil {
// already closed
return nil
}
ch := make(chan struct{})
var err error
u.funcs <- func() {
err = f()
close(ch)
}
<-ch
return err
}
func SetScreenSize(width, height int) bool {
u := currentUI
if !u.isRunning() {
panic("ui: Run is not called yet")
}
r := false
_ = u.runOnMainThread(func() error {
r = u.setScreenSize(width, height, u.scale, u.fullscreen())
return nil
})
return r
}
func SetScreenScale(scale float64) bool {
u := currentUI
if !u.isRunning() {
panic("ui: Run is not called yet")
}
r := false
_ = u.runOnMainThread(func() error {
r = u.setScreenSize(u.width, u.height, scale, u.fullscreen())
return nil
})
return r
}
func ScreenScale() float64 {
u := currentUI
if !u.isRunning() {
return 0
}
s := 0.0
_ = u.runOnMainThread(func() error {
s = u.scale
return nil
})
return s
}
// fullscreen must be called from the main thread.
func (u *userInterface) fullscreen() bool {
if !u.isRunning() {
panic("not reached")
}
return u.window.GetMonitor() != nil
}
func IsFullscreen() bool {
u := currentUI
if !u.isRunning() {
return u.isInitFullscreen()
}
b := false
_ = u.runOnMainThread(func() error {
b = u.fullscreen()
return nil
})
return b
}
func SetFullscreen(fullscreen bool) {
u := currentUI
if !u.isRunning() {
u.setInitFullscreen(fullscreen)
return
}
_ = u.runOnMainThread(func() error {
u := currentUI
u.setScreenSize(u.width, u.height, u.scale, fullscreen)
return nil
})
}
func SetRunnableInBackground(runnableInBackground bool) {
currentUI.setRunnableInBackground(runnableInBackground)
}
func IsRunnableInBackground() bool {
return currentUI.isRunnableInBackground()
}
func SetWindowIcon(iconImages []image.Image) {
if !currentUI.isRunning() {
currentUI.setInitIconImages(iconImages)
return
}
_ = currentUI.runOnMainThread(func() error {
currentUI.window.SetIcon(iconImages)
return nil
})
}
func ScreenOffset() (float64, float64) {
u := currentUI
if !u.isRunning() {
return 0, 0
}
if !IsFullscreen() {
if u.width == u.windowWidth {
return 0, 0
}
// The window width can be bigger than the game screen width (#444).
return (float64(u.windowWidth)*u.actualScreenScale() - float64(u.width)*u.actualScreenScale()) / 2, 0
}
ox := 0.0
oy := 0.0
m := glfw.GetPrimaryMonitor()
v := m.GetVideoMode()
d := devicescale.DeviceScale()
_ = u.runOnMainThread(func() error {
ox = (float64(v.Width)*d/glfwScale() - float64(u.width)*u.actualScreenScale()) / 2
oy = (float64(v.Height)*d/glfwScale() - float64(u.height)*u.actualScreenScale()) / 2
return nil
})
return ox, oy
}
func adjustCursorPosition(x, y int) (int, int) {
u := currentUI
if !u.isRunning() {
return x, y
}
ox, oy := ScreenOffset()
s := 0.0
_ = currentUI.runOnMainThread(func() error {
s = currentUI.actualScreenScale()
return nil
})
return x - int(ox/s), y - int(oy/s)
}
func IsCursorVisible() bool {
u := currentUI
if !u.isRunning() {
return u.isInitCursorVisible()
}
v := false
_ = currentUI.runOnMainThread(func() error {
v = currentUI.window.GetInputMode(glfw.CursorMode) == glfw.CursorNormal
return nil
})
return v
}
func SetCursorVisible(visible bool) {
u := currentUI
if !u.isRunning() {
u.setInitCursorVisible(visible)
return
}
_ = currentUI.runOnMainThread(func() error {
c := glfw.CursorNormal
if !visible {
c = glfw.CursorHidden
}
currentUI.window.SetInputMode(glfw.CursorMode, c)
return nil
})
}
func Run(width, height int, scale float64, title string, g GraphicsContext) error {
<-currentUIInitialized
u := currentUI
// GLContext must be created before setting the screen size, which requires
// swapping buffers.
opengl.Init(currentUI.runOnMainThread)
_ = u.runOnMainThread(func() error {
m := glfw.GetPrimaryMonitor()
v := m.GetVideoMode()
// The game is in window mode (not fullscreen mode) at the first state.
// Don't refer u.initFullscreen here to avoid some GLFW problems.
u.setScreenSize(width, height, scale, false)
u.title = title
u.window.SetTitle(title)
u.window.Show()
w, h := u.glfwSize()
x := (v.Width - w) / 2
y := (v.Height - h) / 3
x, y = adjustWindowPosition(x, y)
u.window.SetPos(x, y)
return nil
})
return u.loop(g)
}
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
}
func (u *userInterface) getScale() float64 {
if !u.fullscreen() {
return u.scale
}
if u.fullscreenScale == 0 {
m := glfw.GetPrimaryMonitor()
v := m.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
}
func (u *userInterface) actualScreenScale() float64 {
return u.getScale() * devicescale.DeviceScale()
}
func (u *userInterface) pollEvents() {
glfw.PollEvents()
currentInput.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?
_ = u.runOnMainThread(func() error {
if !u.sizeChanged {
return nil
}
u.sizeChanged = false
actualScale = u.actualScreenScale()
sizeChanged = true
return nil
})
if sizeChanged {
g.SetSize(u.width, u.height, actualScale)
}
}
func (u *userInterface) update(g GraphicsContext) error {
shouldClose := false
_ = u.runOnMainThread(func() error {
shouldClose = u.window.ShouldClose()
return nil
})
if shouldClose {
return RegularTermination
}
_ = u.runOnMainThread(func() error {
if u.isInitFullscreen() {
u := currentUI
u.setScreenSize(u.width, u.height, u.scale, true)
u.setInitFullscreen(false)
}
return nil
})
// This call is needed for initialization.
u.updateGraphicsContext(g)
_ = u.runOnMainThread(func() error {
u.pollEvents()
for !u.isRunnableInBackground() && u.window.GetAttrib(glfw.Focused) == 0 {
// 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() {
currentInput.runeBuffer = currentInput.runeBuffer[:0]
// 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() {
_ = u.runOnMainThread(func() error {
glfw.Terminate()
return nil
})
}()
for {
if err := u.update(g); err != nil {
return err
}
// The bound framebuffer must be the original screen framebuffer
// before swapping buffers.
opengl.GetContext().BindScreenFramebuffer()
_ = u.runOnMainThread(func() error {
u.swapBuffers()
return nil
})
}
}
func (u *userInterface) swapBuffers() {
u.window.SwapBuffers()
}
func (u *userInterface) setScreenSize(width, height int, scale float64, fullscreen bool) bool {
if u.width == width && u.height == height && u.scale == scale && u.fullscreen() == fullscreen {
return false
}
// 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.DeviceScale()
if int(float64(width)*s) < minWindowWidth {
u.windowWidth = int(math.Ceil(minWindowWidth / s))
}
u.height = height
u.scale = scale
u.fullscreenScale = 0
// 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 := glfw.GetPrimaryMonitor()
v := m.GetVideoMode()
u.window.SetMonitor(m, 0, 0, v.Width, v.Height, v.RefreshRate)
} else {
if u.origPosX >= 0 && u.origPosY >= 0 {
x := u.origPosX
y := u.origPosY
u.window.SetMonitor(nil, x, y, 16, 16, 0)
u.origPosX = -1
u.origPosY = -1
}
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:
}
}
}
// 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?
glfw.SwapInterval(1)
// TODO: Rename this variable?
u.sizeChanged = true
return true
}