erm/vendor/github.com/hajimehoshi/ebiten/v2/window.go

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2021-07-30 22:29:20 +00:00
// Copyright 2019 The Ebiten Authors
//
// 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.
package ebiten
import (
"image"
"sync/atomic"
)
const (
maxInt = int(^uint(0) >> 1)
minInt = -maxInt - 1
invalidPos = minInt
)
// IsWindowDecorated reports whether the window is decorated.
//
// IsWindowDecorated is concurrent-safe.
func IsWindowDecorated() bool {
if w := uiDriver().Window(); w != nil {
return w.IsDecorated()
}
return false
}
// SetWindowDecorated sets the state if the window is decorated.
//
// The window is decorated by default.
//
// SetWindowDecorated works only on desktops.
// SetWindowDecorated does nothing on other platforms.
//
// SetWindowDecorated does nothing on macOS when the window is fullscreened natively by the macOS desktop
// instead of SetFullscreen(true).
//
// SetWindowDecorated is concurrent-safe.
func SetWindowDecorated(decorated bool) {
if w := uiDriver().Window(); w != nil {
w.SetDecorated(decorated)
}
}
// IsWindowResizable reports whether the window is resizable by the user's dragging on desktops.
// On the other environments, IsWindowResizable always returns false.
//
// IsWindowResizable is concurrent-safe.
func IsWindowResizable() bool {
if w := uiDriver().Window(); w != nil {
return w.IsResizable()
}
return false
}
// SetWindowResizable sets whether the window is resizable by the user's dragging on desktops.
// On the other environments, SetWindowResizable does nothing.
//
// The window is not resizable by default.
//
// If SetWindowResizable is called with true and Run is used, SetWindowResizable panics. Use RunGame instead.
//
// SetWindowResizable does nothing on macOS when the window is fullscreened natively by the macOS desktop
// instead of SetFullscreen(true).
//
// SetWindowResizable is concurrent-safe.
func SetWindowResizable(resizable bool) {
theUIContext.setWindowResizable(resizable)
}
// SetWindowTitle sets the title of the window.
//
// SetWindowTitle does nothing on browsers or mobiles.
//
// SetWindowTitle is concurrent-safe.
func SetWindowTitle(title string) {
if w := uiDriver().Window(); w != nil {
w.SetTitle(title)
}
}
// SetWindowIcon sets the icon of the game window.
//
// If len(iconImages) is 0, SetWindowIcon reverts the icon to the default one.
//
// For desktops, see the document of glfwSetWindowIcon of GLFW 3.2:
//
// This function sets the icon of the specified window.
// If passed an array of candidate images, those of or closest to the sizes
// desired by the system are selected.
// If no images are specified, the window reverts to its default icon.
//
// The desired image sizes varies depending on platform and system settings.
// The selected images will be rescaled as needed.
// Good sizes include 16x16, 32x32 and 48x48.
//
// As macOS windows don't have icons, SetWindowIcon doesn't work on macOS.
//
// SetWindowIcon doesn't work on browsers or mobiles.
//
// SetWindowIcon is concurrent-safe.
func SetWindowIcon(iconImages []image.Image) {
if w := uiDriver().Window(); w != nil {
w.SetIcon(iconImages)
}
}
// WindowPosition returns the window position.
// The origin position is the left-upper corner of the current monitor.
// The unit is device-independent pixels.
//
// WindowPosition panics if the main loop does not start yet.
//
// WindowPosition returns the last window position in fullscreen mode.
//
// WindowPosition returns (0, 0) on browsers and mobiles.
//
// WindowPosition is concurrent-safe.
func WindowPosition() (x, y int) {
if w := uiDriver().Window(); w != nil {
return w.Position()
}
return 0, 0
}
// SetWindowPosition sets the window position.
// The origin position is the left-upper corner of the current monitor.
// The unit is device-independent pixels.
//
// SetWindowPosition does nothing in fullscreen mode.
//
// SetWindowPosition does nothing on browsers and mobiles.
//
// SetWindowPosition is concurrent-safe.
func SetWindowPosition(x, y int) {
atomic.StoreUint32(&windowPositionSetExplicitly, 1)
if w := uiDriver().Window(); w != nil {
w.SetPosition(x, y)
}
}
var (
windowPositionSetExplicitly uint32
)
func initializeWindowPositionIfNeeded(width, height int) {
w := uiDriver().Window()
if w == nil {
return
}
if atomic.LoadUint32(&windowPositionSetExplicitly) == 0 {
sw, sh := uiDriver().ScreenSizeInFullscreen()
x := (sw - width) / 2
y := (sh - height) / 3
w.SetPosition(x, y)
}
}
// WindowSize returns the window size on desktops.
// WindowSize returns (0, 0) on other environments.
//
// In fullscreen mode, WindowSize returns the original window size.
//
// WindowSize is concurrent-safe.
func WindowSize() (int, int) {
if w := uiDriver().Window(); w != nil {
return w.Size()
}
return 0, 0
}
// SetWindowSize sets the window size on desktops.
// SetWindowSize does nothing on other environments.
//
// In fullscreen mode, SetWindowSize sets the original window size.
//
// SetWindowSize panics if width or height is not a positive number.
//
// SetWindowSize is concurrent-safe.
func SetWindowSize(width, height int) {
if width <= 0 || height <= 0 {
panic("ebiten: width and height must be positive")
}
if w := uiDriver().Window(); w != nil {
w.SetSize(width, height)
}
}
// WindowSizeLimist returns the limitation of the window size on desktops.
// A negative value indicates the size is not limited.
//
// WindowMaxSize is concurrent-safe.
func WindowSizeLimits() (minw, minh, maxw, maxh int) {
if w := uiDriver().Window(); w != nil {
return w.SizeLimits()
}
return -1, -1, -1, -1
}
// SetWindowSizeLimits sets the limitation of the window size on desktops.
// A negative value indicates the size is not limited.
//
// SetWindowMaxSize is concurrent-safe.
func SetWindowSizeLimits(minw, minh, maxw, maxh int) {
if w := uiDriver().Window(); w != nil {
w.SetSizeLimits(minw, minh, maxw, maxh)
}
}
// IsWindowFloating reports whether the window is always shown above all the other windows.
//
// IsWindowFloating returns false on browsers and mobiles.
//
// IsWindowFloating is concurrent-safe.
func IsWindowFloating() bool {
if w := uiDriver().Window(); w != nil {
return w.IsFloating()
}
return false
}
// SetWindowFloating sets the state whether the window is always shown above all the other windows.
//
// SetWindowFloating does nothing on browsers or mobiles.
//
// SetWindowFloating does nothing on macOS when the window is fullscreened natively by the macOS desktop
// instead of SetFullscreen(true).
//
// SetWindowFloating is concurrent-safe.
func SetWindowFloating(float bool) {
if w := uiDriver().Window(); w != nil {
w.SetFloating(float)
}
}
// MaximizeWindow maximizes the window.
//
// MaximizeWindow panics when the window is not resizable.
//
// MaximizeWindow does nothing on browsers or mobiles.
//
// MaximizeWindow is concurrent-safe.
func MaximizeWindow() {
if !IsWindowResizable() {
panic("ebiten: a window to maximize must be resizable")
}
if w := uiDriver().Window(); w != nil {
w.Maximize()
}
}
// IsWindowMaximized reports whether the window is maximized or not.
//
// IsWindowMaximized returns false when the window is not resizable.
//
// IsWindowMaximized always returns false on browsers and mobiles.
//
// IsWindowMaximized is concurrent-safe.
func IsWindowMaximized() bool {
if !IsWindowResizable() {
return false
}
if w := uiDriver().Window(); w != nil {
return w.IsMaximized()
}
return false
}
// MinimizeWindow minimizes the window.
//
// If the main loop does not start yet, MinimizeWindow does nothing.
//
// MinimizeWindow does nothing on browsers or mobiles.
//
// MinimizeWindow is concurrent-safe.
func MinimizeWindow() {
if w := uiDriver().Window(); w != nil {
w.Minimize()
}
}
// IsWindowMinimized reports whether the window is minimized or not.
//
// IsWindowMinimized always returns false on browsers and mobiles.
//
// IsWindowMinimized is concurrent-safe.
func IsWindowMinimized() bool {
if w := uiDriver().Window(); w != nil {
return w.IsMinimized()
}
return false
}
// RestoreWindow restores the window from its maximized or minimized state.
//
// RestoreWindow panics when the window is not maximized nor minimized.
//
// RestoreWindow is concurrent-safe.
func RestoreWindow() {
if !IsWindowMaximized() && !IsWindowMinimized() {
panic("ebiten: RestoreWindow must be called on a maximized or a minimized window")
}
if w := uiDriver().Window(); w != nil {
w.Restore()
}
}
// IsWindowBeingClosed returns true when the user is trying to close the window on desktops.
// As the window is closed immediately by default,
// you might want to call SetWindowClosingHandled(true) to prevent the window is automatically closed.
//
// IsWindowBeingClosed always returns false on other platforms.
//
// IsWindowBeingClosed is concurrent-safe.
func IsWindowBeingClosed() bool {
if w := uiDriver().Window(); w != nil {
return w.IsBeingClosed()
}
return false
}
// SetWindowClosingHandled sets whether the window closing is handled or not on desktops. The default state is false.
//
// If the window closing is handled, the window is not closed immediately and
// the game can know whether the window is begin closed or not by IsWindowBeingClosed.
// In this case, the window is not closed automatically.
// To end the game, you have to return an error value at the Game's Update function.
//
// SetWindowClosingHandled works only on desktops.
// SetWindowClosingHandled does nothing on other platforms.
//
// SetWindowClosingHandled is concurrent-safe.
func SetWindowClosingHandled(handled bool) {
if w := uiDriver().Window(); w != nil {
w.SetClosingHandled(handled)
}
}
// IsWindowClosingHandled reports whether the window closing is handled or not on desktops by SetWindowClosingHandled.
//
// IsWindowClosingHandled always returns false on other platforms.
//
// IsWindowClosingHandled is concurrent-safe.
func IsWindowClosingHandled() bool {
if w := uiDriver().Window(); w != nil {
return w.IsClosingHandled()
}
return false
}