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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"github.com/hajimehoshi/ebiten/internal/opengl"
"github.com/hajimehoshi/ebiten/internal/ui"
"time"
)
// 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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// This function must be called from the main thread.
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//
// The given function f is expected to be called 60 times a second,
// but this is not strictly guaranteed.
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// If you need to care about time, you need to check current time every time f is called.
func Run(f func(*Image) error, width, height, scale int, title string) error {
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actualScale, err := ui.Start(width, height, scale, title)
if err != nil {
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return err
}
defer ui.Terminate()
var graphicsContext *graphicsContext
ui.Use(func(c *opengl.Context) {
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graphicsContext, err = newGraphicsContext(c, width, height, actualScale)
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})
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if err != nil {
return err
}
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for {
// To avoid busy loop when the window is inactive, wait 1/120 [sec] at least.
ch := time.After(1 * time.Second / 120)
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ui.DoEvents()
if ui.IsClosed() {
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return nil
}
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ui.Use(func(*opengl.Context) {
err = graphicsContext.preUpdate()
})
if err != nil {
return err
}
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if err := f(&Image{inner: graphicsContext.screen}); err != nil {
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return err
}
ui.Use(func(*opengl.Context) {
err = graphicsContext.postUpdate()
if err != nil {
return
}
ui.SwapBuffers()
})
if err != nil {
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return err
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}
<-ch
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}
}