ebiten/run.go

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// Copyright 2014 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.
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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/internal/clock"
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"github.com/hajimehoshi/ebiten/internal/devicescale"
"github.com/hajimehoshi/ebiten/internal/ui"
)
// FPS represents how many times game updating happens in a second (60).
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const FPS = clock.FPS
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// CurrentFPS returns the current number of frames per second of rendering.
//
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// The returned value represents how many times rendering happens in a second and
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// NOT how many times logical game updating (a passed function to Run) happens.
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// Note that logical game updating is assured to happen 60 times in a second.
//
// This function is concurrent-safe.
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func CurrentFPS() float64 {
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return clock.CurrentFPS()
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}
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var (
isRunningSlowly = int32(0)
)
func setRunningSlowly(slow bool) {
v := int32(0)
if slow {
v = 1
}
atomic.StoreInt32(&isRunningSlowly, v)
}
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// IsRunningSlowly returns true if the game is running too slowly to keep 60 FPS of rendering.
// The game screen is not updated when IsRunningSlowly is true.
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// It is recommended to skip heavy processing, especially drawing screen,
// when IsRunningSlowly is true.
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//
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// The typical code with IsRunningSlowly is this:
//
// func update(screen *ebiten.Image) error {
//
// // Update the state.
//
// // When IsRunningSlowly is true, the rendered result is not adopted.
// // Skip rendering then.
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// if ebiten.IsRunningSlowly() {
// return nil
// }
//
// // Draw something to the screen.
//
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// return nil
// }
//
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// This function is concurrent-safe.
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func IsRunningSlowly() bool {
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return atomic.LoadInt32(&isRunningSlowly) != 0
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}
var theGraphicsContext atomic.Value
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func run(width, height int, scale float64, title string, g *graphicsContext) error {
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if err := ui.Run(width, height, scale, title, g); err != nil {
if err == ui.RegularTermination {
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return nil
}
return err
}
return nil
}
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// Run runs the game.
// f is a function which is called at every frame.
// The argument (*Image) is the render target that represents the screen.
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// The screen size is based on the given values (width and height).
//
// A window size is based on the given values (width, height and scale).
// scale is used to enlarge the screen.
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// Note that the actual screen is multiplied not only by the given scale but also
// by the device scale on high-DPI display.
// If you pass inverse of the device scale,
// you can disable this automatical device scaling as a result.
// You can get the device scale by DeviceScaleFactor function.
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//
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// Run must be called from the OS main thread.
// Note that Ebiten bounds the main goroutine to the main OS thread by runtime.LockOSThread.
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//
// The given function f is guaranteed to be called 60 times a second
// even if a rendering frame is skipped.
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// f is not called when the window is in background by default.
// This setting is configurable with SetRunnableInBackground.
//
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// The given scale is ignored on fullscreen mode.
//
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// Run returns error when 1) OpenGL error happens, 2) audio error happens or 3) f returns error.
// In the case of 3), Run returns the same error.
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//
// The size unit is device-independent pixel.
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//
// Don't call Run twice or more in one process.
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func Run(f func(*Image) error, width, height int, scale float64, title string) error {
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ch := make(chan error)
go func() {
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defer close(ch)
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g := newGraphicsContext(f)
theGraphicsContext.Store(g)
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if err := run(width, height, scale, title, g); err != nil {
ch <- err
return
}
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}()
// TODO: Use context in Go 1.7?
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if err := ui.RunMainThreadLoop(ch); err != nil {
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return err
}
return nil
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}
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// RunWithoutMainLoop runs the game, but don't call the loop on the main (UI) thread.
// Different from Run, this function returns immediately.
//
// Typically, Ebiten users don't have to call this directly.
// Instead, functions in github.com/hajimehoshi/ebiten/mobile module call this.
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func RunWithoutMainLoop(f func(*Image) error, width, height int, scale float64, title string) <-chan error {
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ch := make(chan error)
go func() {
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defer close(ch)
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g := newGraphicsContext(f)
theGraphicsContext.Store(g)
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if err := run(width, height, scale, title, g); err != nil {
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ch <- err
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return
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}
}()
return ch
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}
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// SetScreenSize changes the (logical) size of the screen.
// This doesn't affect the current scale of the screen.
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//
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// Unit is device-independent pixel.
//
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// This function is concurrent-safe.
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func SetScreenSize(width, height int) {
if width <= 0 || height <= 0 {
panic("ebiten: width and height must be positive")
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}
ui.SetScreenSize(width, height)
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}
// SetScreenScale changes the scale of the screen.
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//
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// Note that the actual screen is multiplied not only by the given scale but also
// by the device scale on high-DPI display.
// If you pass inverse of the device scale,
// you can disable this automatical device scaling as a result.
// You can get the device scale by DeviceScaleFactor function.
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//
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// This function is concurrent-safe.
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func SetScreenScale(scale float64) {
if scale <= 0 {
panic("ebiten: scale must be positive")
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}
ui.SetScreenScale(scale)
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}
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// ScreenScale returns the current screen scale.
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//
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// If Run is not called, this returns 0.
//
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// This function is concurrent-safe.
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func ScreenScale() float64 {
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return ui.ScreenScale()
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}
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// IsCursorVisible returns a boolean value indicating whether
// the cursor is visible or not.
//
// IsCursorVisible always returns false on mobiles.
//
// This function is concurrent-safe.
func IsCursorVisible() bool {
return ui.IsCursorVisible()
}
// SetCursorVisible changes the state of cursor visiblity.
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//
// SetCursorVisible does nothing on mobiles.
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//
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// This function is concurrent-safe.
func SetCursorVisible(visible bool) {
ui.SetCursorVisible(visible)
}
// SetCursorVisibility is deprecated as of 1.6.0-alpha. Use SetCursorVisible instead.
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func SetCursorVisibility(visible bool) {
SetCursorVisible(visible)
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}
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// IsFullscreen returns a boolean value indicating whether
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// the current mode is fullscreen or not.
//
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// IsFullscreen always returns false on mobiles.
//
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// This function is concurrent-safe.
func IsFullscreen() bool {
return ui.IsFullscreen()
}
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// SetFullscreen changes the current mode to fullscreen or not.
//
// On fullscreen mode, the game screen is automatically enlarged
// to fit with the monitor. The current scale value is ignored.
//
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// On desktops, Ebiten uses 'windowed' fullscreen mode, which doesn't change
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// your monitor's resolution.
//
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// On browsers, the game screen is resized to fit with the body element (client) size.
// Additionally, the game screen is automatically resized when the body element is resized.
//
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// SetFullscreen does nothing on mobiles.
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//
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// This function is concurrent-safe.
func SetFullscreen(fullscreen bool) {
ui.SetFullscreen(fullscreen)
}
// IsRunnableInBackground returns a boolean value indicating whether
// the game runs even in background.
//
// This function is concurrent-safe.
func IsRunnableInBackground() bool {
return ui.IsRunnableInBackground()
}
// SetWindowDecorated sets the state if the window is decorated.
//
// SetWindowDecorated works only on desktops.
// SetWindowDecorated does nothing on other platforms.
//
// SetWindowDecorated panics if SetWindowDecorated is called after Run.
//
// This function is concurrent-safe.
func SetWindowDecorated(decorated bool) {
ui.SetWindowDecorated(decorated)
}
// IsWindowDecorated returns a boolean value indicating whether
// the window is decorated.
//
// This function is concurrent-safe.
func IsWindowDecorated() bool {
return ui.IsWindowDecorated()
}
// SetRunnableInBackground sets the state if the game runs even in background.
//
// If the given value is true, the game runs in background e.g. when losing focus.
// The initial state is false.
//
// Known issue: On browsers, even if the state is on, the game doesn't run in background tabs.
// This is because browsers throttles background tabs not to often update.
//
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// SetRunnableInBackground does nothing on mobiles so far.
//
// This function is concurrent-safe.
func SetRunnableInBackground(runnableInBackground bool) {
ui.SetRunnableInBackground(runnableInBackground)
}
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// SetWindowIcon sets the icon of the game window.
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//
// If len(iconImages) is 0, SetWindowIcon reverts the icon to the default one.
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//
// 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.
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//
// As macOS windows don't have icons, SetWindowIcon doesn't work on macOS.
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//
// SetWindowIcon doesn't work on browsers or mobiles.
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//
// This function is concurrent-safe.
func SetWindowIcon(iconImages []image.Image) {
ui.SetWindowIcon(iconImages)
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}
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// DeviceScaleFactor returns a device scale factor value.
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//
// DeviceScaleFactor returns a meaningful value on high-DPI display environment,
// otherwise DeviceScaleFactor returns 1.
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//
// This function is concurrent-safe.
func DeviceScaleFactor() float64 {
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return devicescale.DeviceScale()
}