ebiten/internal/ui/ui_glfw.go
2018-12-18 03:07:16 +09:00

840 lines
20 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/hooks"
"github.com/hajimehoshi/ebiten/internal/input"
"github.com/hajimehoshi/ebiten/internal/mainthread"
)
type userInterface struct {
title string
window *glfw.Window
width int
windowWidth int
height int
scale float64
fullscreenScale float64
running bool
toChangeSize bool
origPosX int
origPosY int
runnableInBackground bool
vsync bool
lastActualScale float64
initFullscreen bool
initCursorVisible bool
initWindowDecorated bool
initIconImages []image.Image
m sync.Mutex
}
var (
currentUI = &userInterface{
origPosX: -1,
origPosY: -1,
initCursorVisible: true,
initWindowDecorated: true,
vsync: true,
}
)
func init() {
runtime.LockOSThread()
if err := initialize(); err != nil {
panic(err)
}
glfw.SetMonitorCallback(func(monitor *glfw.Monitor, event glfw.MonitorEvent) {
cacheMonitors()
})
cacheMonitors()
}
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)
decorated := glfw.False
if currentUI.isInitWindowDecorated() {
decorated = glfw.True
}
glfw.WindowHint(glfw.Decorated, decorated)
// As a start, create a 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.window.MakeContextCurrent()
if i := currentUI.getInitIconImages(); i != nil {
currentUI.window.SetIcon(i)
}
currentUI.window.SetInputMode(glfw.StickyMouseButtonsMode, glfw.True)
currentUI.window.SetInputMode(glfw.StickyKeysMode, glfw.True)
return nil
}
type cachedMonitor struct {
m *glfw.Monitor
vm *glfw.VidMode
// Pos of monitor in virtual coords
x int
y int
}
// monitors is the monitor list cache for desktop glfw compile targets.
// populated by 'cacheMonitors' which is called on init and every
// monitor config change event.
//
// monitors must be manipulated on the main thread.
var monitors []*cachedMonitor
func cacheMonitors() {
monitors = nil
ms := glfw.GetMonitors()
for _, m := range ms {
x, y := m.GetPos()
monitors = append(monitors, &cachedMonitor{
m: m,
vm: m.GetVideoMode(),
x: x,
y: y,
})
}
}
// getCachedMonitor returns a monitor for the given window x/y
// returns false if monitor is not found.
//
// getCachedMonitor must be called on the main thread.
func getCachedMonitor(wx, wy int) (*cachedMonitor, bool) {
for _, m := range monitors {
if m.x <= wx && wx < m.x+m.vm.Width && m.y <= wy && wy < m.y+m.vm.Height {
return m, true
}
}
return nil, false
}
func Loop(ch <-chan error) error {
currentUI.setRunning(true)
if err := mainthread.Loop(ch); err != nil {
return err
}
currentUI.setRunning(false)
return nil
}
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) isInitWindowDecorated() bool {
u.m.Lock()
v := u.initWindowDecorated
u.m.Unlock()
return v
}
func (u *userInterface) setInitWindowDecorated(decorated bool) {
u.m.Lock()
u.initWindowDecorated = decorated
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 ScreenSizeInFullscreen() (int, int) {
u := currentUI
var v *glfw.VidMode
s := 0.0
if u.isRunning() {
_ = mainthread.Run(func() error {
v = u.currentMonitor().GetVideoMode()
s = glfwScale()
return nil
})
} else {
v = currentUI.currentMonitor().GetVideoMode()
s = glfwScale()
}
return int(float64(v.Width) / s), int(float64(v.Height) / s)
}
func SetScreenSize(width, height int) bool {
u := currentUI
if !u.isRunning() {
panic("ui: Run is not called yet")
}
r := false
_ = mainthread.Run(func() error {
r = u.setScreenSize(width, height, u.scale, u.fullscreen(), u.vsync)
return nil
})
return r
}
func SetScreenScale(scale float64) bool {
u := currentUI
if !u.isRunning() {
panic("ui: Run is not called yet")
}
r := false
_ = mainthread.Run(func() error {
r = u.setScreenSize(u.width, u.height, scale, u.fullscreen(), u.vsync)
return nil
})
return r
}
func ScreenScale() float64 {
u := currentUI
if !u.isRunning() {
return 0
}
s := 0.0
_ = mainthread.Run(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
_ = mainthread.Run(func() error {
b = u.fullscreen()
return nil
})
return b
}
func SetFullscreen(fullscreen bool) {
u := currentUI
if !u.isRunning() {
u.setInitFullscreen(fullscreen)
return
}
_ = mainthread.Run(func() error {
u := currentUI
u.setScreenSize(u.width, u.height, u.scale, fullscreen, u.vsync)
return nil
})
}
func SetRunnableInBackground(runnableInBackground bool) {
currentUI.setRunnableInBackground(runnableInBackground)
}
func IsRunnableInBackground() bool {
return currentUI.isRunnableInBackground()
}
func SetVsyncEnabled(enabled bool) {
u := currentUI
if !u.isRunning() {
// In general, m is used for locking init* values.
// m is not used for updating vsync in setScreenSize so far, but
// it should be OK since any goroutines can't reach here when
// the game already starts and setScreenSize can be called.
u.m.Lock()
u.vsync = enabled
u.m.Unlock()
return
}
_ = mainthread.Run(func() error {
u := currentUI
u.setScreenSize(u.width, u.height, u.scale, u.fullscreen(), enabled)
return nil
})
}
func IsVsyncEnabled() bool {
u := currentUI
u.m.Lock()
r := u.vsync
u.m.Unlock()
return r
}
func SetWindowTitle(title string) {
if !currentUI.isRunning() {
return
}
_ = mainthread.Run(func() error {
currentUI.window.SetTitle(title)
return nil
})
}
func SetWindowIcon(iconImages []image.Image) {
if !currentUI.isRunning() {
currentUI.setInitIconImages(iconImages)
return
}
_ = mainthread.Run(func() error {
currentUI.window.SetIcon(iconImages)
return nil
})
}
func ScreenPadding() (x0, y0, x1, y1 float64) {
u := currentUI
if !u.isRunning() {
return 0, 0, 0, 0
}
if !IsFullscreen() {
if u.width == u.windowWidth {
return 0, 0, 0, 0
}
// The window width can be bigger than the game screen width (#444).
ox := (float64(u.windowWidth)*u.actualScreenScale() - float64(u.width)*u.actualScreenScale()) / 2
return ox, 0, ox, 0
}
m := u.window.GetMonitor()
d := devicescale.GetAt(m.GetPos())
v := m.GetVideoMode()
sx := 0.0
sy := 0.0
gs := 0.0
_ = mainthread.Run(func() error {
sx = float64(u.width) * u.actualScreenScale()
sy = float64(u.height) * u.actualScreenScale()
gs = glfwScale()
return nil
})
mx := float64(v.Width) * d / gs
my := float64(v.Height) * d / gs
ox := (mx - sx) / 2
oy := (my - sy) / 2
return ox, oy, (mx - sx) - ox, (my - sy) - oy
}
func AdjustedCursorPosition() (x, y int) {
return adjustCursorPosition(input.Get().CursorPosition())
}
func adjustCursorPosition(x, y int) (int, int) {
u := currentUI
if !u.isRunning() {
return x, y
}
ox, oy, _, _ := ScreenPadding()
s := 0.0
_ = mainthread.Run(func() error {
s = currentUI.actualScreenScale()
return nil
})
return x - int(ox/s), y - int(oy/s)
}
func AdjustedTouches() []*input.Touch {
// TODO: Apply adjustCursorPosition
return input.Get().Touches()
}
func IsCursorVisible() bool {
u := currentUI
if !u.isRunning() {
return u.isInitCursorVisible()
}
v := false
_ = mainthread.Run(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
}
_ = mainthread.Run(func() error {
c := glfw.CursorNormal
if !visible {
c = glfw.CursorHidden
}
currentUI.window.SetInputMode(glfw.CursorMode, c)
return nil
})
}
func IsWindowDecorated() bool {
u := currentUI
if !u.isRunning() {
return u.isInitWindowDecorated()
}
v := false
_ = mainthread.Run(func() error {
v = currentUI.window.GetAttrib(glfw.Decorated) == glfw.True
return nil
})
return v
}
func SetWindowDecorated(decorated bool) {
u := currentUI
if !u.isRunning() {
u.setInitWindowDecorated(decorated)
return
}
panic("ui: SetWindowDecorated can't be called after Run so far.")
// TODO: Now SetAttrib doesn't exist on GLFW 3.2. Revisit later (#556).
// If SetAttrib exists, the implementation would be:
//
// _ = mainthread.Run(func() error {
// v := glfw.False
// if decorated {
// v = glfw.True
// }
// currentUI.window.SetAttrib(glfw.Decorated, v)
// return nil
}
func DeviceScaleFactor() float64 {
f := 0.0
u := currentUI
if !u.isRunning() {
return devicescale.GetAt(u.currentMonitor().GetPos())
}
_ = mainthread.Run(func() error {
m := u.currentMonitor()
f = devicescale.GetAt(m.GetPos())
return nil
})
return f
}
func Run(width, height int, scale float64, title string, g GraphicsContext, mainloop bool) error {
u := currentUI
_ = mainthread.Run(func() error {
// Solve the initial properties of the window.
mode := glfw.CursorNormal
if !currentUI.isInitCursorVisible() {
mode = glfw.CursorHidden
}
u.window.SetInputMode(glfw.CursorMode, mode)
// Get the monitor before showing the window.
//
// On Windows, there are two types of windows:
//
// active window: The window that has input-focus and attached to the calling thread.
// foreground window: The window that has input-focus: this can be in another process
//
// currentMonitor returns the monitor for the active window when possible and then the monitor for
// the foreground window as fallback. In the current situation, the current window is hidden and
// there is not the active window but the foreground window. After showing the current window, the
// current window will be the active window. Thus, currentMonitor retuls varies before and after
// showing the window.
m := u.currentMonitor()
mx, my := m.GetPos()
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.vsync)
// Get the window size before showing since window.Show might change the current
// monitor which affects glfwSize result.
w, h := u.glfwSize()
u.title = title
u.window.SetTitle(title)
u.window.Show()
x := mx + (v.Width-w)/2
y := my + (v.Height-h)/3
x, y = adjustWindowPosition(x, y)
u.window.SetPos(x, y)
return nil
})
return u.loop(g)
}
// getSize must be called from the main thread.
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
}
// getScale must be called from the main thread.
func (u *userInterface) getScale() float64 {
if !u.fullscreen() {
return u.scale
}
if u.fullscreenScale == 0 {
v := u.window.GetMonitor().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
}
// actualScreenScale must be called from the main thread.
func (u *userInterface) actualScreenScale() float64 {
// Avoid calling monitor.GetPos if we have the monitor position cached already.
if cm, ok := getCachedMonitor(u.window.GetPos()); ok {
return u.getScale() * devicescale.GetAt(cm.x, cm.y)
}
return u.getScale() * devicescale.GetAt(u.currentMonitor().GetPos())
}
// pollEvents must be called from the main thread.
func (u *userInterface) pollEvents() {
glfw.PollEvents()
input.Get().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?
_ = mainthread.Run(func() error {
actualScale = u.actualScreenScale()
if u.lastActualScale != actualScale {
u.forceSetScreenSize(u.width, u.height, u.scale, u.fullscreen(), u.vsync)
}
u.lastActualScale = actualScale
if !u.toChangeSize {
return nil
}
u.toChangeSize = false
sizeChanged = true
return nil
})
if sizeChanged {
g.SetSize(u.width, u.height, actualScale)
}
}
func (u *userInterface) update(g GraphicsContext) error {
shouldClose := false
_ = mainthread.Run(func() error {
shouldClose = u.window.ShouldClose()
return nil
})
if shouldClose {
return RegularTermination
}
_ = mainthread.Run(func() error {
if u.isInitFullscreen() {
u := currentUI
u.setScreenSize(u.width, u.height, u.scale, true, u.vsync)
u.setInitFullscreen(false)
}
return nil
})
// This call is needed for initialization.
u.updateGraphicsContext(g)
_ = mainthread.Run(func() error {
u.pollEvents()
defer hooks.ResumeAudio()
for !u.isRunnableInBackground() && u.window.GetAttrib(glfw.Focused) == 0 {
hooks.SuspendAudio()
// 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() {
input.Get().ClearRuneBuffer()
input.Get().ResetScrollValues()
// 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() {
_ = mainthread.Run(func() error {
glfw.Terminate()
return nil
})
}()
for {
if err := u.update(g); err != nil {
return err
}
u.m.Lock()
vsync := u.vsync
u.m.Unlock()
_ = mainthread.Run(func() error {
if !vsync {
u.swapBuffers()
return nil
}
n1 := time.Now().UnixNano()
u.swapBuffers()
n2 := time.Now().UnixNano()
d := time.Duration(n2 - n1)
// On macOS Mojave, vsync might not work (#692).
// As a tempoarry fix, just wait for a while not to consume CPU too much.
const threshold = 4 * time.Millisecond // 250 [Hz]
if d < threshold {
time.Sleep(threshold - d)
}
return nil
})
}
}
// swapBuffers must be called from the main thread.
func (u *userInterface) swapBuffers() {
u.window.SwapBuffers()
}
// setScreenSize must be called from the main thread.
func (u *userInterface) setScreenSize(width, height int, scale float64, fullscreen bool, vsync bool) bool {
if u.width == width && u.height == height && u.scale == scale && u.fullscreen() == fullscreen && u.vsync == vsync {
return false
}
u.forceSetScreenSize(width, height, scale, fullscreen, vsync)
return true
}
// forceSetScreenSize must be called from the main thread.
func (u *userInterface) forceSetScreenSize(width, height int, scale float64, fullscreen bool, vsync bool) {
// 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.GetAt(u.currentMonitor().GetPos())
if int(float64(width)*s) < minWindowWidth {
u.windowWidth = int(math.Ceil(minWindowWidth / s))
}
u.height = height
u.scale = scale
u.fullscreenScale = 0
u.vsync = vsync
// 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 := u.currentMonitor()
v := m.GetVideoMode()
u.window.SetMonitor(m, 0, 0, v.Width, v.Height, v.RefreshRate)
} else {
if u.window.GetMonitor() != nil {
// Give dummy values as the window position and size.
// The new window position should be specifying after SetSize.
u.window.SetMonitor(nil, 0, 0, 16, 16, 0)
}
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:
}
}
}
if u.origPosX >= 0 && u.origPosY >= 0 {
x := u.origPosX
y := u.origPosY
u.window.SetPos(x, y)
// Dirty hack for macOS (#703). Rendering doesn't work correctly with one SetPos, but work
// with two or more SetPos.
if runtime.GOOS == "darwin" {
u.window.SetPos(x+1, y)
u.window.SetPos(x, y)
}
u.origPosX = -1
u.origPosY = -1
}
// 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?
if u.vsync {
glfw.SwapInterval(1)
} else {
glfw.SwapInterval(0)
}
u.toChangeSize = true
}
// currentMonitor returns the monitor most suitable with the current window.
//
// currentMonitor must be called on the main thread.
func (u *userInterface) currentMonitor() *glfw.Monitor {
w := u.window
if m := w.GetMonitor(); m != nil {
return m
}
// Get the monitor which the current window belongs to. This requires OS API.
return u.currentMonitorImpl()
}