mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-27 04:08:53 +01:00
60b7de6a3c
This change adds these APIs: * `type MonitorType` * `func (*MonitorType) Bounds() image.Rectangle` * `func (*MonitorType) Name() string` * `func Monitor() *MonitorType` * `func SetMonitor(*MonitorType)` * `func AppendMonitors([]*MonitorType) []*MonitorType` Closes #1835
276 lines
6.0 KiB
Go
276 lines
6.0 KiB
Go
// Copyright 2019 The Ebiten Authors
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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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//go:build !android && !ios && !js && !nintendosdk
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package ui
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import (
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"image"
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"runtime"
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"github.com/hajimehoshi/ebiten/v2/internal/glfw"
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)
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type glfwWindow struct {
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ui *userInterfaceImpl
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}
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func (w *glfwWindow) IsDecorated() bool {
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if !w.ui.isRunning() {
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return w.ui.isInitWindowDecorated()
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}
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v := false
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w.ui.mainThread.Call(func() {
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v = w.ui.window.GetAttrib(glfw.Decorated) == glfw.True
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})
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return v
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}
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func (w *glfwWindow) SetDecorated(decorated bool) {
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if !w.ui.isRunning() {
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w.ui.setInitWindowDecorated(decorated)
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return
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}
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w.ui.mainThread.Call(func() {
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w.ui.setWindowDecorated(decorated)
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})
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}
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func (w *glfwWindow) ResizingMode() WindowResizingMode {
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if !w.ui.isRunning() {
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w.ui.m.Lock()
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mode := w.ui.windowResizingMode
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w.ui.m.Unlock()
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return mode
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}
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var mode WindowResizingMode
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w.ui.mainThread.Call(func() {
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mode = w.ui.windowResizingMode
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})
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return mode
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}
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func (w *glfwWindow) SetResizingMode(mode WindowResizingMode) {
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if !w.ui.isRunning() {
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w.ui.m.Lock()
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w.ui.windowResizingMode = mode
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w.ui.m.Unlock()
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return
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}
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w.ui.mainThread.Call(func() {
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w.ui.setWindowResizingMode(mode)
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})
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}
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func (w *glfwWindow) IsFloating() bool {
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if !w.ui.isRunning() {
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return w.ui.isInitWindowFloating()
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}
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var v bool
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w.ui.mainThread.Call(func() {
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v = w.ui.window.GetAttrib(glfw.Floating) == glfw.True
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})
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return v
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}
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func (w *glfwWindow) SetFloating(floating bool) {
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if !w.ui.isRunning() {
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w.ui.setInitWindowFloating(floating)
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return
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}
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w.ui.mainThread.Call(func() {
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w.ui.setWindowFloating(floating)
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})
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}
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func (w *glfwWindow) IsMaximized() bool {
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if !w.ui.isRunning() {
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return w.ui.isInitWindowMaximized()
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}
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if w.ResizingMode() != WindowResizingModeEnabled {
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return false
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}
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var v bool
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w.ui.mainThread.Call(func() {
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v = w.ui.isWindowMaximized()
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})
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return v
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}
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func (w *glfwWindow) Maximize() {
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// Do not allow maximizing the window when the window is not resizable.
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// On Windows, it is possible to restore the window from being maximized by mouse-dragging,
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// and this can be an unexpected behavior (#1990).
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if w.ResizingMode() != WindowResizingModeEnabled {
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return
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}
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if !w.ui.isWindowMaximizable() {
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return
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}
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if !w.ui.isRunning() {
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w.ui.setInitWindowMaximized(true)
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return
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}
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w.ui.mainThread.Call(w.ui.maximizeWindow)
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}
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func (w *glfwWindow) IsMinimized() bool {
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if !w.ui.isRunning() {
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return false
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}
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var v bool
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w.ui.mainThread.Call(func() {
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v = w.ui.window.GetAttrib(glfw.Iconified) == glfw.True
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})
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return v
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}
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func (w *glfwWindow) Minimize() {
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if !w.ui.isRunning() {
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// Do nothing
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return
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}
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w.ui.mainThread.Call(w.ui.iconifyWindow)
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}
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func (w *glfwWindow) Restore() {
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if !w.ui.isWindowMaximizable() {
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return
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}
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if !w.ui.isRunning() {
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// Do nothing
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return
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}
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w.ui.mainThread.Call(w.ui.restoreWindow)
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}
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func (w *glfwWindow) SetMonitor(monitor *Monitor) {
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if monitor == nil {
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panic("ui: monitor cannot be nil at SetMonitor")
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}
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if !w.ui.isRunning() {
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w.ui.setInitWindowMonitor(monitor.id)
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return
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}
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w.ui.mainThread.Call(func() {
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w.ui.setWindowMonitor(monitor.id)
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})
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}
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func (w *glfwWindow) Position() (int, int) {
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if !w.ui.isRunning() {
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panic("ui: WindowPosition can't be called before the main loop starts")
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}
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x, y := 0, 0
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w.ui.mainThread.Call(func() {
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var wx, wy int
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if w.ui.isFullscreen() {
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wx, wy = w.ui.origWindowPos()
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} else {
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wx, wy = w.ui.window.GetPos()
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}
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m := w.ui.currentMonitor()
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mx, my := m.GetPos()
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wx -= mx
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wy -= my
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xf := w.ui.dipFromGLFWPixel(float64(wx), m)
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yf := w.ui.dipFromGLFWPixel(float64(wy), m)
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x, y = int(xf), int(yf)
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})
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return x, y
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}
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func (w *glfwWindow) SetPosition(x, y int) {
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if !w.ui.isRunning() {
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w.ui.setInitWindowPositionInDIP(x, y)
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return
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}
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w.ui.mainThread.Call(func() {
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w.ui.setWindowPositionInDIP(x, y, w.ui.currentMonitor())
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})
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}
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func (w *glfwWindow) Size() (int, int) {
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if !w.ui.isRunning() {
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ww, wh := w.ui.getInitWindowSizeInDIP()
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return w.ui.adjustWindowSizeBasedOnSizeLimitsInDIP(ww, wh)
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}
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var ww, wh int
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w.ui.mainThread.Call(func() {
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// Unlike origWindowPos, origWindow{Width,Height}InDPI are always updated via the callback.
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ww = w.ui.origWindowWidthInDIP
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wh = w.ui.origWindowHeightInDIP
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})
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return ww, wh
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}
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func (w *glfwWindow) SetSize(width, height int) {
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if !w.ui.isRunning() {
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// If the window is initially maximized, the set size is ignored anyway.
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w.ui.setInitWindowSizeInDIP(width, height)
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return
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}
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w.ui.mainThread.Call(func() {
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if w.ui.isWindowMaximized() && runtime.GOOS != "darwin" {
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return
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}
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w.ui.setWindowSizeInDIP(width, height, true)
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})
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}
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func (w *glfwWindow) SizeLimits() (minw, minh, maxw, maxh int) {
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return w.ui.getWindowSizeLimitsInDIP()
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}
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func (w *glfwWindow) SetSizeLimits(minw, minh, maxw, maxh int) {
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if !w.ui.setWindowSizeLimitsInDIP(minw, minh, maxw, maxh) {
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return
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}
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if !w.ui.isRunning() {
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return
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}
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w.ui.mainThread.Call(w.ui.updateWindowSizeLimits)
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}
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func (w *glfwWindow) SetIcon(iconImages []image.Image) {
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// The icons are actually set at (*UserInterface).loop.
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w.ui.setIconImages(iconImages)
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}
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func (w *glfwWindow) SetTitle(title string) {
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if !w.ui.isRunning() {
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w.ui.m.Lock()
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w.ui.title = title
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w.ui.m.Unlock()
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return
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}
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w.ui.title = title
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w.ui.mainThread.Call(func() {
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w.ui.setWindowTitle(title)
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})
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}
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func (w *glfwWindow) SetClosingHandled(handled bool) {
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w.ui.setWindowClosingHandled(handled)
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}
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func (w *glfwWindow) IsClosingHandled() bool {
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return w.ui.isWindowClosingHandled()
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}
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