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49c3c30c79
IsWindowBeingClosed reports whether the window is being closed by the user. SetWindowClosingHandled sets whether the window closing is handled or not. If the state is true, the window is not closed immediately by the user and the game can handle the closing state. In this case, the Update function should return an error in order to end the game. This change also adds examples/windowclosing. Closes #1574
361 lines
10 KiB
Go
361 lines
10 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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package ebiten
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import (
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"image"
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"sync/atomic"
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)
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const (
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maxInt = int(^uint(0) >> 1)
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minInt = -maxInt - 1
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invalidPos = minInt
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)
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// IsWindowDecorated reports whether the window is decorated.
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//
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// IsWindowDecorated is concurrent-safe.
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func IsWindowDecorated() bool {
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if w := uiDriver().Window(); w != nil {
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return w.IsDecorated()
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}
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return false
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}
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// SetWindowDecorated sets the state if the window is decorated.
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//
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// The window is decorated by default.
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//
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// SetWindowDecorated works only on desktops.
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// SetWindowDecorated does nothing on other platforms.
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//
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// SetWindowDecorated does nothing on macOS when the window is fullscreened natively by the macOS desktop
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// instead of SetFullscreen(true).
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//
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// SetWindowDecorated is concurrent-safe.
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func SetWindowDecorated(decorated bool) {
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if w := uiDriver().Window(); w != nil {
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w.SetDecorated(decorated)
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}
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}
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// IsWindowResizable reports whether the window is resizable by the user's dragging on desktops.
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// On the other environments, IsWindowResizable always returns false.
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//
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// IsWindowResizable is concurrent-safe.
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func IsWindowResizable() bool {
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if w := uiDriver().Window(); w != nil {
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return w.IsResizable()
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}
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return false
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}
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// SetWindowResizable sets whether the window is resizable by the user's dragging on desktops.
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// On the other environments, SetWindowResizable does nothing.
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//
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// The window is not resizable by default.
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//
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// If SetWindowResizable is called with true and Run is used, SetWindowResizable panics. Use RunGame instead.
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//
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// SetWindowResizable does nothing on macOS when the window is fullscreened natively by the macOS desktop
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// instead of SetFullscreen(true).
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//
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// SetWindowResizable is concurrent-safe.
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func SetWindowResizable(resizable bool) {
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theUIContext.setWindowResizable(resizable)
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}
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// SetWindowTitle sets the title of the window.
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//
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// SetWindowTitle does nothing on browsers or mobiles.
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//
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// SetWindowTitle is concurrent-safe.
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func SetWindowTitle(title string) {
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if w := uiDriver().Window(); w != nil {
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w.SetTitle(title)
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}
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}
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// SetWindowIcon sets the icon of the game window.
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//
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// If len(iconImages) is 0, SetWindowIcon reverts the icon to the default one.
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//
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// For desktops, see the document of glfwSetWindowIcon of GLFW 3.2:
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//
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// This function sets the icon of the specified window.
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// If passed an array of candidate images, those of or closest to the sizes
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// desired by the system are selected.
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// If no images are specified, the window reverts to its default icon.
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//
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// The desired image sizes varies depending on platform and system settings.
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// The selected images will be rescaled as needed.
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// Good sizes include 16x16, 32x32 and 48x48.
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//
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// As macOS windows don't have icons, SetWindowIcon doesn't work on macOS.
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//
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// SetWindowIcon doesn't work on browsers or mobiles.
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//
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// SetWindowIcon is concurrent-safe.
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func SetWindowIcon(iconImages []image.Image) {
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if w := uiDriver().Window(); w != nil {
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w.SetIcon(iconImages)
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}
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}
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// WindowPosition returns the window position.
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// The origin position is the left-upper corner of the current monitor.
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// The unit is device-independent pixels.
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//
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// WindowPosition panics if the main loop does not start yet.
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//
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// WindowPosition returns the last window position in fullscreen mode.
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//
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// WindowPosition returns (0, 0) on browsers and mobiles.
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//
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// WindowPosition is concurrent-safe.
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func WindowPosition() (x, y int) {
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if w := uiDriver().Window(); w != nil {
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return w.Position()
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}
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return 0, 0
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}
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// SetWindowPosition sets the window position.
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// The origin position is the left-upper corner of the current monitor.
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// The unit is device-independent pixels.
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//
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// SetWindowPosition does nothing in fullscreen mode.
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//
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// SetWindowPosition does nothing on browsers and mobiles.
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//
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// SetWindowPosition is concurrent-safe.
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func SetWindowPosition(x, y int) {
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atomic.StoreUint32(&windowPositionSetExplicitly, 1)
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if w := uiDriver().Window(); w != nil {
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w.SetPosition(x, y)
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}
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}
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var (
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windowPositionSetExplicitly uint32
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)
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func initializeWindowPositionIfNeeded(width, height int) {
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w := uiDriver().Window()
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if w == nil {
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return
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}
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if atomic.LoadUint32(&windowPositionSetExplicitly) == 0 {
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sw, sh := uiDriver().ScreenSizeInFullscreen()
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x := (sw - width) / 2
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y := (sh - height) / 3
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w.SetPosition(x, y)
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}
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}
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// WindowSize returns the window size on desktops.
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// WindowSize returns (0, 0) on other environments.
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//
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// In fullscreen mode, WindowSize returns the original window size.
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//
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// WindowSize is concurrent-safe.
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func WindowSize() (int, int) {
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if w := uiDriver().Window(); w != nil {
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return w.Size()
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}
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return 0, 0
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}
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// SetWindowSize sets the window size on desktops.
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// SetWindowSize does nothing on other environments.
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//
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// In fullscreen mode, SetWindowSize sets the original window size.
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//
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// SetWindowSize panics if width or height is not a positive number.
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//
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// SetWindowSize is concurrent-safe.
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func SetWindowSize(width, height int) {
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if width <= 0 || height <= 0 {
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panic("ebiten: width and height must be positive")
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}
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if w := uiDriver().Window(); w != nil {
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w.SetSize(width, height)
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}
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}
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// WindowSizeLimist returns the limitation of the window size on desktops.
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// A negative value indicates the size is not limited.
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//
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// WindowMaxSize is concurrent-safe.
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func WindowSizeLimits() (minw, minh, maxw, maxh int) {
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if w := uiDriver().Window(); w != nil {
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return w.SizeLimits()
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}
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return -1, -1, -1, -1
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}
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// SetWindowSizeLimits sets the limitation of the window size on desktops.
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// A negative value indicates the size is not limited.
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//
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// SetWindowMaxSize is concurrent-safe.
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func SetWindowSizeLimits(minw, minh, maxw, maxh int) {
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if w := uiDriver().Window(); w != nil {
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w.SetSizeLimits(minw, minh, maxw, maxh)
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}
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}
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// IsWindowFloating reports whether the window is always shown above all the other windows.
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//
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// IsWindowFloating returns false on browsers and mobiles.
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//
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// IsWindowFloating is concurrent-safe.
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func IsWindowFloating() bool {
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if w := uiDriver().Window(); w != nil {
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return w.IsFloating()
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}
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return false
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}
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// SetWindowFloating sets the state whether the window is always shown above all the other windows.
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//
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// SetWindowFloating does nothing on browsers or mobiles.
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//
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// SetWindowFloating does nothing on macOS when the window is fullscreened natively by the macOS desktop
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// instead of SetFullscreen(true).
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//
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// SetWindowFloating is concurrent-safe.
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func SetWindowFloating(float bool) {
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if w := uiDriver().Window(); w != nil {
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w.SetFloating(float)
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}
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}
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// MaximizeWindow maximizes the window.
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//
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// MaximizeWindow panics when the window is not resizable.
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//
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// MaximizeWindow does nothing on browsers or mobiles.
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//
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// MaximizeWindow is concurrent-safe.
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func MaximizeWindow() {
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if !IsWindowResizable() {
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panic("ebiten: a window to maximize must be resizable")
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}
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if w := uiDriver().Window(); w != nil {
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w.Maximize()
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}
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}
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// IsWindowMaximized reports whether the window is maximized or not.
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//
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// IsWindowMaximized returns false when the window is not resizable.
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//
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// IsWindowMaximized always returns false on browsers and mobiles.
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//
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// IsWindowMaximized is concurrent-safe.
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func IsWindowMaximized() bool {
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if !IsWindowResizable() {
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return false
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}
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if w := uiDriver().Window(); w != nil {
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return w.IsMaximized()
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}
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return false
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}
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// MinimizeWindow minimizes the window.
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//
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// If the main loop does not start yet, MinimizeWindow does nothing.
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//
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// MinimizeWindow does nothing on browsers or mobiles.
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//
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// MinimizeWindow is concurrent-safe.
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func MinimizeWindow() {
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if w := uiDriver().Window(); w != nil {
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w.Minimize()
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}
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}
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// IsWindowMinimized reports whether the window is minimized or not.
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//
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// IsWindowMinimized always returns false on browsers and mobiles.
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//
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// IsWindowMinimized is concurrent-safe.
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func IsWindowMinimized() bool {
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if w := uiDriver().Window(); w != nil {
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return w.IsMinimized()
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}
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return false
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}
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// RestoreWindow restores the window from its maximized or minimized state.
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//
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// RestoreWindow panics when the window is not maximized nor minimized.
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//
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// RestoreWindow is concurrent-safe.
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func RestoreWindow() {
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if !IsWindowMaximized() && !IsWindowMinimized() {
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panic("ebiten: RestoreWindow must be called on a maximized or a minimized window")
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}
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if w := uiDriver().Window(); w != nil {
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w.Restore()
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}
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}
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// IsWindowBeingClosed returns true when the user is trying to close the window on desktops.
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// As the window is closed immediately by default,
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// you might want to call SetWindowClosingHandled(true) to prevent the window is automatically closed.
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//
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// IsWindowBeingClosed always returns false on other platforms.
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//
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// IsWindowBeingClosed is concurrent-safe.
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func IsWindowBeingClosed() bool {
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if w := uiDriver().Window(); w != nil {
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return w.IsBeingClosed()
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}
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return false
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}
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// SetWindowClosingHandled sets whether the window closing is handled or not on desktops. The default state is false.
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//
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// If the window closing is handled, the window is not closed immediately and
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// the game can know whether the window is begin closed or not by IsWindowBeingClosed.
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// In this case, the window is not closed automatically.
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// To end the game, you have to return an error value at the Game's Update function.
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//
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// SetWindowClosingHandled works only on desktops.
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// SetWindowClosingHandled does nothing on other platforms.
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//
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// SetWindowClosingHandled is concurrent-safe.
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func SetWindowClosingHandled(handled bool) {
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if w := uiDriver().Window(); w != nil {
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w.SetClosingHandled(handled)
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}
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}
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// IsWindowClosingHandled reports whether the window closing is handled or not on desktops by SetWindowClosingHandled.
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//
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// IsWindowClosingHandled always returns false on other platforms.
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//
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// IsWindowClosingHandled is concurrent-safe.
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func IsWindowClosingHandled() bool {
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if w := uiDriver().Window(); w != nil {
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return w.IsClosingHandled()
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}
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return false
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}
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