CreateWindow sets up the GLFW window and prepares the OpenGL surface for rendering
(title string, width, height int, fullscreen bool, msaa int)
| 42 | |
| 43 | // CreateWindow sets up the GLFW window and prepares the OpenGL surface for rendering |
| 44 | func CreateWindow(title string, width, height int, fullscreen bool, msaa int) { |
| 45 | CurrentBackEnd = BackEndVulkan |
| 46 | err := glfw.Init() |
| 47 | fatalErr(err) |
| 48 | |
| 49 | vk.SetGetInstanceProcAddr(glfw.GetVulkanGetInstanceProcAddress()) |
| 50 | fatalErr(vk.Init()) |
| 51 | |
| 52 | if !opts.HeadlessMode { |
| 53 | cursorArrow = glfw.CreateStandardCursor(int(glfw.ArrowCursor)) |
| 54 | cursorIBeam = glfw.CreateStandardCursor(int(glfw.IBeamCursor)) |
| 55 | cursorCrosshair = glfw.CreateStandardCursor(int(glfw.CrosshairCursor)) |
| 56 | cursorHand = glfw.CreateStandardCursor(int(glfw.HandCursor)) |
| 57 | cursorHResize = glfw.CreateStandardCursor(int(glfw.HResizeCursor)) |
| 58 | cursorVResize = glfw.CreateStandardCursor(int(glfw.VResizeCursor)) |
| 59 | } |
| 60 | |
| 61 | monitor := glfw.GetPrimaryMonitor() |
| 62 | |
| 63 | var mode *glfw.VidMode |
| 64 | if monitor != nil { |
| 65 | mode = monitor.GetVideoMode() |
| 66 | } else { |
| 67 | // Initialize default values if no monitor is found |
| 68 | mode = &glfw.VidMode{ |
| 69 | Width: 1, |
| 70 | Height: 1, |
| 71 | RedBits: 8, |
| 72 | GreenBits: 8, |
| 73 | BlueBits: 8, |
| 74 | RefreshRate: 60, |
| 75 | } |
| 76 | } |
| 77 | |
| 78 | gameWidth = float32(width) |
| 79 | gameHeight = float32(height) |
| 80 | |
| 81 | if fullscreen { |
| 82 | width = mode.Width |
| 83 | height = mode.Height |
| 84 | glfw.WindowHint(glfw.Decorated, 0) |
| 85 | } else { |
| 86 | monitor = nil |
| 87 | } |
| 88 | |
| 89 | if opts.HeadlessMode { |
| 90 | glfw.WindowHint(glfw.Visible, glfw.False) |
| 91 | } |
| 92 | if opts.NotResizable { |
| 93 | glfw.WindowHint(glfw.Resizable, glfw.False) |
| 94 | } |
| 95 | |
| 96 | glfw.WindowHint(glfw.ClientAPI, glfw.NoAPI) |
| 97 | |
| 98 | if opts.HeadlessMode { |
| 99 | return |
| 100 | } |
| 101 |