mirror of
https://github.com/hajimehoshi/ebiten.git
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3e3b8b1662
Move initializePlatform(), initializeGLFW(), and the monitor callback registration from UserInterface.init() (called at package init time) to initOnMainThread() (called only when RunGame() is invoked). This prevents go test from hanging for packages that transitively import Ebitengine, since GLFW initialization requires a display and blocks in headless environments. Also move initializeWindowPositionIfNeeded logic into initOnMainThread since it depends on the monitor being available, which requires GLFW. The window size and position-set flag are now passed through RunOptions. Closes #3430 Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
367 lines
12 KiB
Go
367 lines
12 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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"github.com/hajimehoshi/ebiten/v2/internal/colormode"
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"github.com/hajimehoshi/ebiten/v2/internal/inputstate"
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"github.com/hajimehoshi/ebiten/v2/internal/ui"
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)
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// WindowResizingModeType represents a mode in which a user resizes the window.
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//
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// Regardless of the resizing mode, an Ebitengine application can still change the window size or make
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// the window fullscreen by calling Ebitengine functions.
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type WindowResizingModeType int
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// WindowResizingModeTypes
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const (
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// WindowResizingModeDisabled indicates the mode to disallow resizing the window by a user.
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WindowResizingModeDisabled WindowResizingModeType = WindowResizingModeType(ui.WindowResizingModeDisabled)
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// WindowResizingModeOnlyFullscreenEnabled indicates the mode to disallow resizing the window,
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// but allow to make the window fullscreen by a user.
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// This works only on macOS so far.
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// On the other platforms, this is the same as WindowResizingModeDisabled.
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WindowResizingModeOnlyFullscreenEnabled WindowResizingModeType = WindowResizingModeType(ui.WindowResizingModeOnlyFullscreenEnabled)
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// WindowResizingModeEnabled indicates the mode to allow resizing the window by a user.
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WindowResizingModeEnabled WindowResizingModeType = WindowResizingModeType(ui.WindowResizingModeEnabled)
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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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return ui.Get().Window().IsDecorated()
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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 if the platform is not a desktop.
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//
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// SetWindowDecorated is concurrent-safe.
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func SetWindowDecorated(decorated bool) {
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ui.Get().Window().SetDecorated(decorated)
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}
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// WindowResizingMode returns the current mode in which a user resizes the window.
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//
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// The default mode is WindowResizingModeDisabled.
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//
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// WindowResizingMode is concurrent-safe.
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func WindowResizingMode() WindowResizingModeType {
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return WindowResizingModeType(ui.Get().Window().ResizingMode())
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}
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// SetWindowResizingMode sets the mode in which a user resizes the window.
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//
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// SetWindowResizingMode is concurrent-safe.
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func SetWindowResizingMode(mode WindowResizingModeType) {
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ui.Get().Window().SetResizingMode(ui.WindowResizingMode(mode))
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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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// Deprecated: as of v2.3. Use WindowResizingMode instead.
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func IsWindowResizable() bool {
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return ui.Get().Window().ResizingMode() == ui.WindowResizingModeEnabled
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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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// Deprecated: as of v2.3, Use SetWindowResizingMode instead.
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func SetWindowResizable(resizable bool) {
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mode := ui.WindowResizingModeDisabled
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if resizable {
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mode = ui.WindowResizingModeEnabled
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}
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ui.Get().Window().SetResizingMode(mode)
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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 if the platform is not a desktop.
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//
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// SetWindowTitle is concurrent-safe.
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func SetWindowTitle(title string) {
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ui.Get().Window().SetTitle(title)
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}
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// WindowColorMode returns the current color mode of the window.
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//
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// WindowColorMode returns ColorModeUnknown if the platform is not a desktop.
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//
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// WindowColorMode is concurrent-safe.
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func WindowColorMode() ColorMode {
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return ColorMode(ui.Get().Window().ColorMode())
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}
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// SetWindowColorMode sets the color mode of the window.
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// If ColorModeUnknown is passed, the window color mode is reset to the system default.
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//
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// SetWindowColorMode does nothing if the platform is not a desktop.
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//
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// SetWindowColorMode is concurrent-safe.
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func SetWindowColorMode(colorMode ColorMode) {
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ui.Get().Window().SetColorMode(colormode.ColorMode(colorMode))
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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 if the platform is not a desktop.
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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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ui.Get().Window().SetIcon(iconImages)
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}
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// WindowPosition returns the window position.
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// The origin position is the upper-left 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 original window position in fullscreen mode.
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//
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// WindowPosition returns (0, 0) if the platform is not a desktop.
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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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return ui.Get().Window().Position()
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}
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// SetWindowPosition sets the window position.
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// The origin position is the upper-left corner of the current monitor.
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// The unit is device-independent pixels.
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//
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// SetWindowPosition sets the original window position in fullscreen mode.
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//
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// SetWindowPosition does nothing if the platform is not a desktop.
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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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windowPositionSetExplicitly.Store(true)
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ui.Get().Window().SetPosition(x, y)
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}
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var (
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windowPositionSetExplicitly atomic.Bool
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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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// Even if the application is in fullscreen mode, WindowSize returns the original window size.
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// If you need the fullscreen dimensions, see Monitor().Size() instead.
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//
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// WindowSize is concurrent-safe.
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func WindowSize() (int, int) {
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return ui.Get().Window().Size()
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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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// Even if the application is 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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ui.Get().Window().SetSize(width, height)
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}
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// WindowSizeLimits 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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// WindowSizeLimits is concurrent-safe.
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func WindowSizeLimits() (minw, minh, maxw, maxh int) {
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return ui.Get().Window().SizeLimits()
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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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// SetWindowSizeLimits is concurrent-safe.
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func SetWindowSizeLimits(minw, minh, maxw, maxh int) {
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ui.Get().Window().SetSizeLimits(minw, minh, maxw, maxh)
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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 if the platform is not a desktop.
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//
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// IsWindowFloating is concurrent-safe.
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func IsWindowFloating() bool {
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return ui.Get().Window().IsFloating()
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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 if the platform is not a desktop.
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//
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// SetWindowFloating is concurrent-safe.
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func SetWindowFloating(float bool) {
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ui.Get().Window().SetFloating(float)
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}
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// MaximizeWindow maximizes the window.
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//
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// MaximizeWindow does nothing when the window is not resizable (WindowResizingModeEnabled).
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//
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// MaximizeWindow does nothing if the platform is not a desktop.
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//
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// MaximizeWindow is concurrent-safe.
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func MaximizeWindow() {
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ui.Get().Window().Maximize()
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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 (WindowResizingModeEnabled).
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//
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// IsWindowMaximized always returns false if the platform is not a desktop.
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//
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// IsWindowMaximized is concurrent-safe.
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func IsWindowMaximized() bool {
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return ui.Get().Window().IsMaximized()
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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 if the platform is not a desktop.
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//
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// MinimizeWindow is concurrent-safe.
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func MinimizeWindow() {
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ui.Get().Window().Minimize()
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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 if the platform is not a desktop.
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//
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// IsWindowMinimized is concurrent-safe.
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func IsWindowMinimized() bool {
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return ui.Get().Window().IsMinimized()
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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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ui.Get().Window().Restore()
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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 if the platform is not a desktop.
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//
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// IsWindowBeingClosed is concurrent-safe.
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func IsWindowBeingClosed() bool {
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return inputstate.Get().WindowBeingClosed()
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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 being 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 if the platform is not a desktop.
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//
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// SetWindowClosingHandled is concurrent-safe.
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func SetWindowClosingHandled(handled bool) {
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ui.Get().Window().SetClosingHandled(handled)
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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 if the platform is not a desktop.
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//
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// IsWindowClosingHandled is concurrent-safe.
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func IsWindowClosingHandled() bool {
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return ui.Get().Window().IsClosingHandled()
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}
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// SetWindowMousePassthrough sets whether a mouse cursor passthroughs the window or not on desktops. The default state is false.
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//
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// Even if this is set true, some platforms might require a window to be undecorated
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// in order to make the mouse cursor passthrough the window.
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//
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// SetWindowMousePassthrough works only on desktops.
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// SetWindowMousePassthrough does nothing if the platform is not a desktop.
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//
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// SetWindowMousePassthrough is concurrent-safe.
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func SetWindowMousePassthrough(enabled bool) {
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ui.Get().Window().SetMousePassthrough(enabled)
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}
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// IsWindowMousePassthrough reports whether a mouse cursor passthroughs the window or not on desktops.
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//
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// IsWindowMousePassthrough always returns false if the platform is not a desktop.
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//
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// IsWindowMousePassthrough is concurrent-safe.
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func IsWindowMousePassthrough() bool {
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return ui.Get().Window().IsMousePassthrough()
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}
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// RequestAttention requests user attention to the current window and/or the current application.
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//
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// RequestAttention works only on desktops.
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// RequestAttention does nothing if the platform is not a desktop.
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//
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// RequestAttention is concurrent-safe.
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func RequestAttention() {
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ui.Get().Window().RequestAttention()
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}
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