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- // Copyright 2023 The Ebitengine 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 (
- "github.com/hajimehoshi/ebiten/v2/internal/ui"
- )
- // MonitorType represents a monitor available to the system.
- type MonitorType ui.Monitor
- // Name returns the monitor's name. On Linux, this reports the monitors in xrandr format.
- // On Windows, this reports "Generic PnP Monitor" for all monitors.
- func (m *MonitorType) Name() string {
- return (*ui.Monitor)(m).Name()
- }
- // DeviceScaleFactor returns the device scale factor of the monitor.
- //
- // DeviceScaleFactor returns a meaningful value on high-DPI display environment,
- // otherwise DeviceScaleFactor returns 1.
- //
- // On mobiles, DeviceScaleFactor returns 1 before the game starts e.g. in init functions.
- func (m *MonitorType) DeviceScaleFactor() float64 {
- return (*ui.Monitor)(m).DeviceScaleFactor()
- }
- // Size returns the size of the monitor in device-independent pixels.
- // This is the same as the screen size in fullscreen mode.
- // The returned value can be given to SetSize function if the perfectly fit fullscreen is needed.
- //
- // On mobiles, Size returns (0, 0) before the game starts e.g. in init functions.
- //
- // Size's use cases are limited. If you are making a fullscreen application, you can use RunGame and
- // the Game interface's Layout function instead. If you are making a not-fullscreen application but the application's
- // behavior depends on the monitor size, Size is useful.
- func (m *MonitorType) Size() (int, int) {
- return (*ui.Monitor)(m).Size()
- }
- // Monitor returns the current monitor.
- func Monitor() *MonitorType {
- m := ui.Get().Monitor()
- if m == nil {
- return nil
- }
- return (*MonitorType)(m)
- }
- // SetMonitor sets the monitor that the window should be on. This can be called before or after Run.
- func SetMonitor(monitor *MonitorType) {
- ui.Get().Window().SetMonitor((*ui.Monitor)(monitor))
- }
- // AppendMonitors returns the monitors reported by the system.
- // On desktop platforms, there will always be at least one monitor appended and the first monitor in the slice will be the primary monitor.
- // Any monitors added or removed will show up with subsequent calls to this function.
- func AppendMonitors(monitors []*MonitorType) []*MonitorType {
- // TODO: This is not an efficient operation. It would be best if we could directly pass monitors directly into `ui.AppendMonitors`.
- for _, m := range ui.Get().AppendMonitors(nil) {
- monitors = append(monitors, (*MonitorType)(m))
- }
- return monitors
- }
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