2014-12-24 03:04:10 +01:00
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// Copyright 2014 Hajime Hoshi
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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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2014-12-09 15:16:04 +01:00
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2014-12-14 08:53:32 +01:00
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package ebiten
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2014-12-06 17:09:59 +01:00
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2014-12-27 20:01:23 +01:00
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import (
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2016-07-03 09:18:29 +02:00
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"sync/atomic"
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2020-10-03 19:35:13 +02:00
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"github.com/hajimehoshi/ebiten/v2/internal/clock"
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"github.com/hajimehoshi/ebiten/v2/internal/driver"
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2022-01-02 19:30:29 +01:00
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"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
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2014-12-27 20:01:23 +01:00
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)
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2019-11-24 16:12:06 +01:00
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// Game defines necessary functions for a game.
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type Game interface {
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2020-04-01 07:31:46 +02:00
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// Update updates a game by one tick. The given argument represents a screen image.
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2020-03-24 04:01:37 +01:00
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//
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2020-10-04 10:09:17 +02:00
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// Update updates only the game logic and Draw draws the screen.
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//
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// In the first frame, it is ensured that Update is called at least once before Draw. You can use Update
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2020-10-04 10:42:54 +02:00
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// to initialize the game state.
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//
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// After the first frame, Update might not be called or might be called once
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2020-05-14 21:06:32 +02:00
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// or more for one frame. The frequency is determined by the current TPS (tick-per-second).
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2020-10-04 10:42:54 +02:00
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Update() error
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2019-11-24 16:12:06 +01:00
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2020-03-24 04:01:37 +01:00
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// Draw draws the game screen by one frame.
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//
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2020-03-30 18:56:22 +02:00
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// The give argument represents a screen image. The updated content is adopted as the game screen.
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2020-10-04 10:09:17 +02:00
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Draw(screen *Image)
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2020-03-24 04:01:37 +01:00
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2019-12-16 02:52:53 +01:00
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// Layout accepts a native outside size in device-independent pixels and returns the game's logical screen
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// size.
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2019-11-24 16:12:06 +01:00
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//
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2019-12-21 19:50:30 +01:00
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// On desktops, the outside is a window or a monitor (fullscreen mode). On browsers, the outside is a body
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2020-04-01 07:31:46 +02:00
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// element. On mobiles, the outside is the view's size.
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2019-12-21 19:50:30 +01:00
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//
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2020-04-01 07:31:46 +02:00
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// Even though the outside size and the screen size differ, the rendering scale is automatically adjusted to
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// fit with the outside.
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2019-11-24 16:12:06 +01:00
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//
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2019-12-22 20:43:04 +01:00
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// Layout is called almost every frame.
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//
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2020-12-20 13:10:47 +01:00
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// It is ensured that Layout is invoked before Update is called in the first frame.
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//
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2019-12-22 20:43:04 +01:00
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// If Layout returns non-positive numbers, the caller can panic.
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2019-11-24 16:12:06 +01:00
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//
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// You can return a fixed screen size if you don't care, or you can also return a calculated screen size
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// adjusted with the given outside size.
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Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int)
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}
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2020-10-17 18:29:35 +02:00
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// DefaultTPS represents a default ticks per second, that represents how many times game updating happens in a second.
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2018-07-16 19:07:03 +02:00
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const DefaultTPS = 60
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2018-07-16 17:52:50 +02:00
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2018-07-17 19:17:06 +02:00
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// CurrentFPS returns the current number of FPS (frames per second), that represents
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// how many swapping buffer happens per second.
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2017-09-30 18:59:34 +02:00
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//
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2018-09-30 07:43:53 +02:00
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// On some environments, CurrentFPS doesn't return a reliable value since vsync doesn't work well there.
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// If you want to measure the application's speed, Use CurrentTPS.
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//
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2021-09-08 15:45:26 +02:00
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// This value is for measurement and/or debug, and your game logic should not rely on this value.
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//
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2018-07-14 18:04:46 +02:00
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// CurrentFPS is concurrent-safe.
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2016-03-26 09:50:00 +01:00
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func CurrentFPS() float64 {
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2017-08-05 19:17:26 +02:00
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return clock.CurrentFPS()
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2016-03-26 09:50:00 +01:00
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}
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2016-07-03 09:18:29 +02:00
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var (
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isScreenClearedEveryFrame = int32(1)
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2021-04-03 11:44:41 +02:00
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isRunGameEnded_ = int32(0)
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2020-08-20 10:12:22 +02:00
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currentMaxTPS = int32(DefaultTPS)
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2016-07-03 09:18:29 +02:00
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)
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2020-08-20 10:12:22 +02:00
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// SetScreenClearedEveryFrame enables or disables the clearing of the screen at the beginning of each frame.
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2021-03-29 17:31:57 +02:00
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// The default value is true and the screen is cleared each frame by default.
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2020-08-13 11:19:56 +02:00
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//
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2020-08-20 10:12:22 +02:00
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// SetScreenClearedEveryFrame is concurrent-safe.
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func SetScreenClearedEveryFrame(cleared bool) {
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v := int32(0)
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if cleared {
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v = 1
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}
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2020-08-20 10:12:22 +02:00
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atomic.StoreInt32(&isScreenClearedEveryFrame, v)
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theUIContext.setScreenClearedEveryFrame(cleared)
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2020-08-13 11:19:56 +02:00
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}
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2020-08-20 10:12:22 +02:00
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// IsScreenClearedEveryFrame returns true if the frame isn't cleared at the beginning.
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2020-08-13 11:19:56 +02:00
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//
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2020-08-20 10:12:22 +02:00
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// IsScreenClearedEveryFrame is concurrent-safe.
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func IsScreenClearedEveryFrame() bool {
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return atomic.LoadInt32(&isScreenClearedEveryFrame) != 0
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2020-08-13 11:19:56 +02:00
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}
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2020-10-17 11:11:50 +02:00
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type imageDumperGame struct {
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2020-02-05 19:32:01 +01:00
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game Game
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d *imageDumper
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err error
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2020-02-05 19:32:01 +01:00
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}
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2020-10-17 11:11:50 +02:00
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func (i *imageDumperGame) Update() error {
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2020-03-24 04:01:37 +01:00
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if i.err != nil {
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return i.err
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}
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2020-10-04 10:42:54 +02:00
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if i.d == nil {
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i.d = &imageDumper{g: i.game}
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}
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return i.d.update()
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2020-03-24 04:01:37 +01:00
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}
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2020-10-17 11:11:50 +02:00
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func (i *imageDumperGame) Draw(screen *Image) {
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2020-03-24 04:01:37 +01:00
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if i.err != nil {
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return
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}
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2020-10-04 10:09:17 +02:00
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i.game.Draw(screen)
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2020-03-24 04:01:37 +01:00
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i.err = i.d.dump(screen)
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}
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2020-10-17 11:11:50 +02:00
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func (i *imageDumperGame) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int) {
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2020-10-04 10:42:54 +02:00
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return i.game.Layout(outsideWidth, outsideHeight)
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}
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2019-12-16 02:52:53 +01:00
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// RunGame starts the main loop and runs the game.
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2020-06-19 14:12:02 +02:00
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// game's Update function is called every tick to update the game logic.
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2021-07-24 08:46:02 +02:00
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// game's Draw function is called every frame to draw the screen.
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2019-12-22 05:21:15 +01:00
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// game's Layout function is called when necessary, and you can specify the logical screen size by the function.
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2019-12-16 02:52:53 +01:00
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//
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2021-11-25 18:17:04 +01:00
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// game's functions are called on the same goroutine.
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//
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2020-04-01 07:38:53 +02:00
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// On browsers, it is strongly recommended to use iframe if you embed an Ebiten application in your website.
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2019-12-16 02:52:53 +01:00
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//
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// RunGame must be called on the main thread.
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// Note that Ebiten bounds the main goroutine to the main OS thread by runtime.LockOSThread.
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//
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// Ebiten tries to call game's Update function 60 times a second by default. In other words,
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// TPS (ticks per second) is 60 by default.
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// This is not related to framerate (display's refresh rate).
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//
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2021-04-03 10:56:34 +02:00
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// RunGame returns error when 1) error happens in the underlying graphics driver, 2) audio error happens or
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2019-12-16 02:52:53 +01:00
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// 3) f returns error. In the case of 3), RunGame returns the same error.
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//
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// The size unit is device-independent pixel.
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//
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// Don't call RunGame twice or more in one process.
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func RunGame(game Game) error {
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2021-04-03 11:44:41 +02:00
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defer atomic.StoreInt32(&isRunGameEnded_, 1)
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2021-04-17 10:30:48 +02:00
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initializeWindowPositionIfNeeded(WindowSize())
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2020-10-17 11:11:50 +02:00
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theUIContext.set(&imageDumperGame{
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2020-10-04 10:42:54 +02:00
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game: game,
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2020-10-14 19:27:42 +02:00
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})
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2020-01-03 09:32:46 +01:00
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if err := uiDriver().Run(theUIContext); err != nil {
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2019-12-16 02:52:53 +01:00
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if err == driver.RegularTermination {
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return nil
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}
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return err
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}
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return nil
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}
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2022-01-02 19:30:29 +01:00
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// RunOnMainThread calls the given f on the main thread, and blocks until f returns.
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func RunOnMainThread(f func()) {
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graphicscommand.RunOnMainThread(f)
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}
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2021-04-03 11:44:41 +02:00
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func isRunGameEnded() bool {
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return atomic.LoadInt32(&isRunGameEnded_) != 0
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}
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2020-03-22 07:32:11 +01:00
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// ScreenSizeInFullscreen returns the size in device-independent pixels when the game is fullscreen.
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// The adopted monitor is the 'current' monitor which the window belongs to.
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// The returned value can be given to Run or SetSize function if the perfectly fit fullscreen is needed.
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//
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// On browsers, ScreenSizeInFullscreen returns the 'window' (global object) size, not 'screen' size since an Ebiten
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2021-04-17 15:22:51 +02:00
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// game should not know the outside of the window object.
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2020-03-22 07:32:11 +01:00
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//
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// On mobiles, ScreenSizeInFullscreen returns (0, 0) so far.
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//
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// ScreenSizeInFullscreen's use cases are limited. If you are making a fullscreen application, you can use RunGame and
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// the Game interface's Layout function instead. If you are making a not-fullscreen application but the application's
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// behavior depends on the monitor size, ScreenSizeInFullscreen is useful.
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//
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// ScreenSizeInFullscreen must be called on the main thread before ebiten.Run, and is concurrent-safe after
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// ebiten.Run.
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2018-10-09 16:27:29 +02:00
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func ScreenSizeInFullscreen() (int, int) {
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2019-09-02 18:42:53 +02:00
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return uiDriver().ScreenSizeInFullscreen()
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2018-05-04 09:09:55 +02:00
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}
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2019-12-14 04:30:03 +01:00
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// CursorMode returns the current cursor mode.
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2017-08-12 08:39:41 +02:00
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//
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2019-12-14 04:30:03 +01:00
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// CursorMode returns CursorModeHidden on mobiles.
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//
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// CursorMode is concurrent-safe.
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func CursorMode() CursorModeType {
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2021-07-22 17:57:17 +02:00
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return uiDriver().CursorMode()
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2017-08-12 08:39:41 +02:00
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}
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2019-12-14 04:30:03 +01:00
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// SetCursorMode sets the render and capture mode of the mouse cursor.
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// CursorModeVisible sets the cursor to always be visible.
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// CursorModeHidden hides the system cursor when over the window.
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// CursorModeCaptured hides the system cursor and locks it to the window.
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//
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2021-04-15 20:27:33 +02:00
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// CursorModeCaptured also works on browsers.
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// When the user exits the captured mode not by SetCursorMode but by the UI (e.g., pressing ESC),
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2021-04-16 04:57:48 +02:00
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// the previous cursor mode is set automatically.
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2016-09-03 10:17:54 +02:00
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//
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2019-12-14 04:30:03 +01:00
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// SetCursorMode does nothing on mobiles.
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2017-08-12 08:39:41 +02:00
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//
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2019-12-14 04:30:03 +01:00
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// SetCursorMode is concurrent-safe.
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func SetCursorMode(mode CursorModeType) {
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2021-07-22 17:57:17 +02:00
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uiDriver().SetCursorMode(mode)
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2019-12-14 04:30:03 +01:00
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}
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2021-07-22 12:17:14 +02:00
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// CursorShape returns the current cursor shape.
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//
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// CursorShape returns CursorShapeDefault on mobiles.
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//
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// CursorShape is concurrent-safe.
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2021-04-11 07:21:38 +02:00
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func CursorShape() CursorShapeType {
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2021-07-22 17:57:17 +02:00
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return uiDriver().CursorShape()
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2021-04-11 07:21:38 +02:00
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}
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2021-07-22 12:17:14 +02:00
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// SetCursorShape sets the cursor shape.
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//
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// SetCursorShape is concurrent-safe.
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2021-04-11 07:21:38 +02:00
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func SetCursorShape(shape CursorShapeType) {
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2021-07-22 17:57:17 +02:00
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uiDriver().SetCursorShape(shape)
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2021-04-11 07:21:38 +02:00
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}
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2019-10-21 21:07:14 +02:00
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// IsFullscreen reports whether the current mode is fullscreen or not.
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2017-07-01 06:07:44 +02:00
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//
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2021-04-27 16:58:32 +02:00
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// IsFullscreen always returns false on mobiles.
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2017-09-30 18:59:34 +02:00
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//
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2018-07-14 18:04:46 +02:00
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// IsFullscreen is concurrent-safe.
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2017-06-29 17:35:34 +02:00
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func IsFullscreen() bool {
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2019-09-02 18:42:53 +02:00
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return uiDriver().IsFullscreen()
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2017-06-29 17:35:34 +02:00
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}
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2021-04-27 16:58:32 +02:00
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// SetFullscreen changes the current mode to fullscreen or not on desktops and browsers.
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2017-07-01 06:07:44 +02:00
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//
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2021-04-21 15:50:00 +02:00
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// In fullscreen mode, the game screen is automatically enlarged
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2017-07-01 06:07:44 +02:00
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// to fit with the monitor. The current scale value is ignored.
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//
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2017-07-21 19:15:09 +02:00
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// On desktops, Ebiten uses 'windowed' fullscreen mode, which doesn't change
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2017-07-01 06:07:44 +02:00
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// your monitor's resolution.
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//
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2021-04-27 16:58:32 +02:00
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// On browsers, triggering fullscreen requires a user gesture otherwise SetFullscreen does nothing but leave an error message in console.
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// This behaviour varies across browser implementations, your mileage may vary.
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//
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// SetFullscreen does nothing on mobiles.
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2017-07-21 19:15:09 +02:00
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//
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2021-04-18 10:35:46 +02:00
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// SetFullscreen does nothing on macOS when the window is fullscreened natively by the macOS desktop
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// instead of SetFullscreen(true).
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//
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2018-07-14 18:04:46 +02:00
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|
// SetFullscreen is concurrent-safe.
|
2017-06-29 17:35:34 +02:00
|
|
|
func SetFullscreen(fullscreen bool) {
|
2019-09-02 18:42:53 +02:00
|
|
|
uiDriver().SetFullscreen(fullscreen)
|
2017-06-29 17:35:34 +02:00
|
|
|
}
|
2017-08-02 16:37:50 +02:00
|
|
|
|
2020-03-20 16:08:40 +01:00
|
|
|
// IsFocused returns a boolean value indicating whether
|
2020-01-16 02:47:23 +01:00
|
|
|
// the game is in focus or in the foreground.
|
|
|
|
//
|
2020-03-20 16:34:12 +01:00
|
|
|
// IsFocused will only return true if IsRunnableOnUnfocused is false.
|
2020-01-16 02:47:23 +01:00
|
|
|
//
|
2020-03-20 16:08:40 +01:00
|
|
|
// IsFocused is concurrent-safe.
|
|
|
|
func IsFocused() bool {
|
|
|
|
return uiDriver().IsFocused()
|
2020-01-16 02:47:23 +01:00
|
|
|
}
|
|
|
|
|
2020-03-20 16:34:12 +01:00
|
|
|
// IsRunnableOnUnfocused returns a boolean value indicating whether
|
2017-09-13 20:37:38 +02:00
|
|
|
// the game runs even in background.
|
2017-08-02 16:37:50 +02:00
|
|
|
//
|
2020-03-20 16:34:12 +01:00
|
|
|
// IsRunnableOnUnfocused is concurrent-safe.
|
|
|
|
func IsRunnableOnUnfocused() bool {
|
|
|
|
return uiDriver().IsRunnableOnUnfocused()
|
|
|
|
}
|
|
|
|
|
|
|
|
// SetRunnableOnUnfocused sets the state if the game runs even in background.
|
2017-08-02 16:37:50 +02:00
|
|
|
//
|
2020-10-06 17:30:46 +02:00
|
|
|
// If the given value is true, the game runs even in background e.g. when losing focus.
|
|
|
|
// The initial state is true.
|
2017-08-02 16:37:50 +02:00
|
|
|
//
|
|
|
|
// 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.
|
|
|
|
//
|
2020-03-20 16:34:12 +01:00
|
|
|
// SetRunnableOnUnfocused does nothing on mobiles so far.
|
2017-08-02 16:37:50 +02:00
|
|
|
//
|
2020-03-20 16:34:12 +01:00
|
|
|
// SetRunnableOnUnfocused is concurrent-safe.
|
|
|
|
func SetRunnableOnUnfocused(runnableOnUnfocused bool) {
|
|
|
|
uiDriver().SetRunnableOnUnfocused(runnableOnUnfocused)
|
|
|
|
}
|
|
|
|
|
2018-10-09 16:27:29 +02:00
|
|
|
// DeviceScaleFactor returns a device scale factor value of the current monitor which the window belongs to.
|
2018-01-03 08:52:41 +01:00
|
|
|
//
|
2018-01-03 11:23:29 +01:00
|
|
|
// DeviceScaleFactor returns a meaningful value on high-DPI display environment,
|
|
|
|
// otherwise DeviceScaleFactor returns 1.
|
2018-01-03 08:52:41 +01:00
|
|
|
//
|
2018-05-04 20:15:17 +02:00
|
|
|
// DeviceScaleFactor might panic on init function on some devices like Android.
|
2018-05-04 08:26:47 +02:00
|
|
|
// Then, it is not recommended to call DeviceScaleFactor from init functions.
|
|
|
|
//
|
2020-10-20 20:17:40 +02:00
|
|
|
// DeviceScaleFactor must be called on the main thread before the main loop, and is concurrent-safe after the main
|
|
|
|
// loop.
|
2021-04-17 10:33:30 +02:00
|
|
|
//
|
|
|
|
// DeviceScaleFactor is concurrent-safe.
|
|
|
|
//
|
|
|
|
// BUG: DeviceScaleFactor value is not affected by SetWindowPosition before RunGame (#1575).
|
2018-01-03 11:23:29 +01:00
|
|
|
func DeviceScaleFactor() float64 {
|
2019-09-02 18:42:53 +02:00
|
|
|
return uiDriver().DeviceScaleFactor()
|
2018-01-02 21:25:22 +01:00
|
|
|
}
|
2018-07-14 13:50:09 +02:00
|
|
|
|
|
|
|
// IsVsyncEnabled returns a boolean value indicating whether
|
|
|
|
// the game uses the display's vsync.
|
|
|
|
//
|
2021-07-22 18:07:28 +02:00
|
|
|
// Deprecated: as of v2.2. Use FPSMode instead.
|
2018-07-14 13:50:09 +02:00
|
|
|
func IsVsyncEnabled() bool {
|
2021-07-22 16:55:26 +02:00
|
|
|
return uiDriver().FPSMode() == driver.FPSModeVsyncOn
|
2018-07-14 13:50:09 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
// SetVsyncEnabled sets a boolean value indicating whether
|
|
|
|
// the game uses the display's vsync.
|
|
|
|
//
|
2021-07-22 18:07:28 +02:00
|
|
|
// Deprecated: as of v2.2. Use SetFPSMode instead.
|
2018-07-14 13:50:09 +02:00
|
|
|
func SetVsyncEnabled(enabled bool) {
|
2021-07-22 16:55:26 +02:00
|
|
|
if enabled {
|
|
|
|
uiDriver().SetFPSMode(driver.FPSModeVsyncOn)
|
|
|
|
} else {
|
|
|
|
uiDriver().SetFPSMode(driver.FPSModeVsyncOffMaximum)
|
|
|
|
}
|
2018-07-14 13:50:09 +02:00
|
|
|
}
|
2018-07-16 18:42:19 +02:00
|
|
|
|
2021-07-22 18:07:28 +02:00
|
|
|
// FPSModeType is a type of FPS modes.
|
|
|
|
type FPSModeType = driver.FPSMode
|
|
|
|
|
|
|
|
const (
|
|
|
|
// FPSModeVsyncOn indicates that the game tries to sync the display's refresh rate.
|
|
|
|
// FPSModeVsyncOn is the default mode.
|
|
|
|
FPSModeVsyncOn FPSModeType = driver.FPSModeVsyncOn
|
|
|
|
|
2021-09-01 10:17:54 +02:00
|
|
|
// FPSModeVsyncOffMaximum indicates that the game doesn't sync with vsync, and
|
2021-07-22 18:07:28 +02:00
|
|
|
// the game is updated whenever possible.
|
|
|
|
//
|
|
|
|
// Be careful that FPSModeVsyncOffMaximum might consume a lot of battery power.
|
|
|
|
//
|
|
|
|
// In FPSModeVsyncOffMaximum, the game's Draw is called almost without sleeping.
|
|
|
|
// The game's Update is called based on the specified TPS.
|
|
|
|
FPSModeVsyncOffMaximum FPSModeType = driver.FPSModeVsyncOffMaximum
|
|
|
|
|
2021-09-01 10:17:54 +02:00
|
|
|
// FPSModeVsyncOffMinimum indicates that the game doesn't sync with vsync, and
|
2021-07-22 18:07:28 +02:00
|
|
|
// the game is updated only when necessary.
|
|
|
|
//
|
|
|
|
// FPSModeVsyncOffMinimum is useful for relatively static applications to save battery power.
|
|
|
|
//
|
|
|
|
// In FPSModeVsyncOffMinimum, the game's Update and Draw are called only when
|
2022-02-04 14:46:12 +01:00
|
|
|
// 1) new inputting except for gamepads is detected, or 2) ScheduleFrame is called.
|
2021-07-22 18:07:28 +02:00
|
|
|
// In FPSModeVsyncOffMinimum, TPS is SyncWithFPS no matter what TPS is specified at SetMaxTPS.
|
|
|
|
FPSModeVsyncOffMinimum FPSModeType = driver.FPSModeVsyncOffMinimum
|
|
|
|
)
|
|
|
|
|
|
|
|
// FPSMode returns the current FPS mode.
|
|
|
|
//
|
|
|
|
// FPSMode is concurrent-safe.
|
|
|
|
func FPSMode() FPSModeType {
|
|
|
|
return uiDriver().FPSMode()
|
|
|
|
}
|
|
|
|
|
|
|
|
// SetFPSMode sets the FPS mode.
|
2021-09-01 10:17:54 +02:00
|
|
|
// The default FPS mode is FPSModeVsyncOn.
|
2021-07-22 18:07:28 +02:00
|
|
|
//
|
|
|
|
// SetFPSMode is concurrent-safe.
|
|
|
|
func SetFPSMode(mode FPSModeType) {
|
|
|
|
uiDriver().SetFPSMode(mode)
|
|
|
|
}
|
|
|
|
|
|
|
|
// ScheduleFrame schedules a next frame when the current FPS mode is FPSModeVsyncOffMinimum.
|
|
|
|
//
|
|
|
|
// ScheduleFrame is concurrent-safe.
|
|
|
|
func ScheduleFrame() {
|
|
|
|
uiDriver().ScheduleFrame()
|
|
|
|
}
|
|
|
|
|
2018-07-17 15:41:27 +02:00
|
|
|
// MaxTPS returns the current maximum TPS.
|
2018-07-16 18:42:19 +02:00
|
|
|
//
|
2018-07-17 15:41:27 +02:00
|
|
|
// MaxTPS is concurrent-safe.
|
|
|
|
func MaxTPS() int {
|
2021-07-22 18:07:28 +02:00
|
|
|
if FPSMode() == FPSModeVsyncOffMinimum {
|
|
|
|
return SyncWithFPS
|
|
|
|
}
|
2018-07-17 15:41:27 +02:00
|
|
|
return int(atomic.LoadInt32(¤tMaxTPS))
|
2018-07-16 18:42:19 +02:00
|
|
|
}
|
|
|
|
|
2018-07-17 19:11:00 +02:00
|
|
|
// CurrentTPS returns the current TPS (ticks per second),
|
|
|
|
// that represents how many update function is called in a second.
|
2018-07-17 19:17:06 +02:00
|
|
|
//
|
2021-09-08 15:45:26 +02:00
|
|
|
// This value is for measurement and/or debug, and your game logic should not rely on this value.
|
|
|
|
//
|
2018-10-10 16:23:28 +02:00
|
|
|
// CurrentTPS is concurrent-safe.
|
2018-07-17 19:11:00 +02:00
|
|
|
func CurrentTPS() float64 {
|
|
|
|
return clock.CurrentTPS()
|
|
|
|
}
|
|
|
|
|
2021-07-22 15:44:58 +02:00
|
|
|
// SyncWithFPS is a special TPS value that means TPS syncs with FPS.
|
|
|
|
const SyncWithFPS = clock.SyncWithFPS
|
|
|
|
|
|
|
|
// UncappedTPS is a special TPS value that means TPS syncs with FPS.
|
|
|
|
//
|
|
|
|
// Deprecated: as of v2.2. Use SyncWithFPS instead.
|
|
|
|
const UncappedTPS = SyncWithFPS
|
2018-07-17 15:33:53 +02:00
|
|
|
|
|
|
|
// SetMaxTPS sets the maximum TPS (ticks per second),
|
|
|
|
// that represents how many updating function is called per second.
|
2018-07-16 18:42:19 +02:00
|
|
|
// The initial value is 60.
|
|
|
|
//
|
2021-07-22 15:44:58 +02:00
|
|
|
// If tps is SyncWithFPS, TPS is uncapped and the game is updated per frame.
|
|
|
|
// If tps is negative but not SyncWithFPS, SetMaxTPS panics.
|
2018-07-16 18:42:19 +02:00
|
|
|
//
|
2018-07-17 15:33:53 +02:00
|
|
|
// SetMaxTPS is concurrent-safe.
|
|
|
|
func SetMaxTPS(tps int) {
|
2021-07-22 15:44:58 +02:00
|
|
|
if tps < 0 && tps != SyncWithFPS {
|
|
|
|
panic("ebiten: tps must be >= 0 or SyncWithFPS")
|
2018-07-17 15:33:53 +02:00
|
|
|
}
|
2018-07-17 15:41:27 +02:00
|
|
|
atomic.StoreInt32(¤tMaxTPS, int32(tps))
|
2018-07-16 18:42:19 +02:00
|
|
|
}
|
2019-11-30 16:07:41 +01:00
|
|
|
|
|
|
|
// IsScreenTransparent reports whether the window is transparent.
|
2020-02-09 13:56:48 +01:00
|
|
|
//
|
|
|
|
// IsScreenTransparent is concurrent-safe.
|
2019-11-30 16:07:41 +01:00
|
|
|
func IsScreenTransparent() bool {
|
|
|
|
return uiDriver().IsScreenTransparent()
|
|
|
|
}
|
|
|
|
|
|
|
|
// SetScreenTransparent sets the state if the window is transparent.
|
|
|
|
//
|
2019-12-16 02:52:53 +01:00
|
|
|
// SetScreenTransparent panics if SetScreenTransparent is called after the main loop.
|
2019-11-30 16:07:41 +01:00
|
|
|
//
|
|
|
|
// SetScreenTransparent does nothing on mobiles.
|
2020-02-09 13:56:48 +01:00
|
|
|
//
|
|
|
|
// SetScreenTransparent is concurrent-safe.
|
2019-11-30 16:07:41 +01:00
|
|
|
func SetScreenTransparent(transparent bool) {
|
|
|
|
uiDriver().SetScreenTransparent(transparent)
|
|
|
|
}
|
2020-02-09 15:03:03 +01:00
|
|
|
|
|
|
|
// SetInitFocused sets whether the application is focused on show.
|
|
|
|
// The default value is true, i.e., the application is focused.
|
|
|
|
// Note that the application does not proceed if this is not focused by default.
|
2021-09-01 10:17:54 +02:00
|
|
|
// This behavior can be changed by SetRunnableOnUnfocused.
|
2020-02-09 15:03:03 +01:00
|
|
|
//
|
|
|
|
// SetInitFocused does nothing on mobile.
|
|
|
|
//
|
|
|
|
// SetInitFocused panics if this is called after the main loop.
|
|
|
|
//
|
|
|
|
// SetInitFocused is cuncurrent-safe.
|
|
|
|
func SetInitFocused(focused bool) {
|
|
|
|
uiDriver().SetInitFocused(focused)
|
|
|
|
}
|