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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"sync/atomic"
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"github.com/hajimehoshi/ebiten/internal/clock"
"github.com/hajimehoshi/ebiten/internal/driver"
)
// Game defines necessary functions for a game.
type Game interface {
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// Update updates a game by one tick. The given argument represents a screen image.
//
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// Basically Update updates the game logic. Whether Update also draws the screen or not depends on the
// existence of Draw implementation.
//
// The Draw function's definition is:
//
// Draw(screen *Image)
//
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// With Draw (the recommended way), Update updates only the game logic and Draw draws the screen.
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// In this case, the argument screen's updated content by Update is not adopted for the actual game screen,
// and the screen's updated content by Draw is adopted instead.
// In the first frame, it is ensured that Update is called at least once before Draw. You can use Update
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// to initialize the game state. After the first frame, Update might not be called or might be called once
// or more for one frame. The frequency is determined by the current TPS (tick-per-second).
//
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// Without Draw (the legacy way), Update updates the game logic and also draws the screen.
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// In this case, the argument screen's updated content by Update is adopted for the actual game screen.
Update(screen *Image) error
// Draw draws the game screen by one frame.
//
// The give argument represents a screen image. The updated content is adopted as the game screen.
//
// Draw is an optional function for backward compatibility.
//
// Draw(screen *Image)
// Layout accepts a native outside size in device-independent pixels and returns the game's logical screen
// size.
//
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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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// element. On mobiles, the outside is the view's size.
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//
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// Even though the outside size and the screen size differ, the rendering scale is automatically adjusted to
// fit with the outside.
//
// Layout is called almost every frame.
//
// If Layout returns non-positive numbers, the caller can panic.
//
// You can return a fixed screen size if you don't care, or you can also return a calculated screen size
// adjusted with the given outside size.
Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int)
}
// TPS represents a default ticks per second, that represents how many times game updating happens in a second.
const DefaultTPS = 60
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// FPS represents the default TPS (tick per second). This is for backward compatibility.
//
// Deprecated: (as of 1.8.0) Use DefaultTPS instead.
const FPS = DefaultTPS
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// CurrentFPS returns the current number of FPS (frames per second), that represents
// how many swapping buffer happens per second.
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//
// On some environments, CurrentFPS doesn't return a reliable value since vsync doesn't work well there.
// If you want to measure the application's speed, Use CurrentTPS.
//
// CurrentFPS 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 (
isDrawingSkipped = int32(0)
isClearingScreenSkipped = int32(0)
currentMaxTPS = int32(DefaultTPS)
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)
func setDrawingSkipped(skipped bool) {
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v := int32(0)
if skipped {
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v = 1
}
atomic.StoreInt32(&isDrawingSkipped, v)
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}
// SetClearingScreenSkipped enables or disables the clearing of the screen at the beginning of each frame.
// The default value is false and the screen is cleared each frame by default.
//
// SetClearingScreenSkipped is concurrent-safe.
func SetClearingScreenSkipped(skipped bool) {
v := int32(0)
if skipped {
v = 1
}
atomic.StoreInt32(&isClearingScreenSkipped, v)
theUIContext.setClearingScreenSkipped(skipped)
}
// IsClearingScreenSkipped returns true if the frame isn't cleared at the beginning.
//
// IsClearingScreenSkipped is concurrent-safe.
func IsClearingScreenSkipped() bool {
return atomic.LoadInt32(&isClearingScreenSkipped) != 0
}
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// IsDrawingSkipped returns true if rendering result is not adopted.
// It is recommended to skip drawing images or screen
// when IsDrawingSkipped is true.
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//
// The typical code with IsDrawingSkipped is this:
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//
// func update(screen *ebiten.Image) error {
//
// // Update the state.
//
// // When IsDrawingSkipped is true, the rendered result is not adopted.
// // Skip rendering then.
// if ebiten.IsDrawingSkipped() {
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// return nil
// }
//
// // Draw something to the screen.
//
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// return nil
// }
//
// IsDrawingSkipped is useful if you use Run function or RunGame function without implementing Game's Draw.
// Otherwise, i.e., if you use RunGame function with implementing Game's Draw, IsDrawingSkipped should not be used.
// If you use RunGame and Draw, IsDrawingSkipped always returns true.
//
// IsDrawingSkipped is concurrent-safe.
func IsDrawingSkipped() bool {
return atomic.LoadInt32(&isDrawingSkipped) != 0
}
// IsRunningSlowly is an old name for IsDrawingSkipped.
//
// Deprecated: (as of 1.8.0) Use Game's Draw function instead.
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func IsRunningSlowly() bool {
return IsDrawingSkipped()
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}
// Run starts the main loop and runs the game.
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//
// Deprecated: (as of 1.12.0) Use RunGame instead.
//
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// 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).
//
// Run is a shorthand for RunGame, but there are some restrictions.
// If you want to resize the window by dragging, use RunGame instead.
//
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// A window size is based on the given values (width, height and scale).
//
// scale is used to enlarge the screen on desktops.
// scale is ignored on browsers or mobiles.
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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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//
// On browsers, the scale is automatically adjusted.
// It is strongly recommended to use iframe if you embed an Ebiten application in your website.
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// scale works as this as of 1.10.0-alpha.
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// Before that, scale affected the rendering scale.
//
// On mobiles, if you use ebitenmobile command, the scale is automatically adjusted.
//
// Run 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 f 60 times a second by default. In other words,
// 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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// f is not called when the window is in background by default.
// This setting is configurable with SetRunnableOnUnfocused.
//
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// The given scale is ignored on fullscreen mode or gomobile-build mode.
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//
// On non-GopherJS environments, 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.
//
// On GopherJS, Run returns immediately.
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// It is because the 'main' goroutine cannot be blocked on GopherJS due to the bug (gopherjs/gopherjs#826).
// When an error happens, this is shown as an error on the console.
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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 {
if IsWindowResizable() {
panic("ebiten: a resizable window works with RunGame, not Run")
}
game := &defaultGame{
update: (&imageDumper{f: f}).update,
width: width,
height: height,
}
ww, wh := int(float64(width)*scale), int(float64(height)*scale)
fixWindowPosition(ww, wh)
SetWindowSize(ww, wh)
SetWindowTitle(title)
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return runGame(game, scale)
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}
type imageDumperGame struct {
game Game
d *imageDumper
}
func (i *imageDumperGame) Update(screen *Image) error {
if i.d == nil {
i.d = &imageDumper{f: i.game.Update}
}
return i.d.update(screen)
}
func (i *imageDumperGame) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int) {
return i.game.Layout(outsideWidth, outsideHeight)
}
type imageDumperGameWithDraw struct {
imageDumperGame
err error
}
func (i *imageDumperGameWithDraw) Update(screen *Image) error {
if i.err != nil {
return i.err
}
return i.imageDumperGame.Update(screen)
}
func (i *imageDumperGameWithDraw) Draw(screen *Image) {
if i.err != nil {
return
}
i.game.(interface{ Draw(*Image) }).Draw(screen)
// Call dump explicitly. IsDrawingSkipped always returns true when Draw is defined.
if i.d == nil {
i.d = &imageDumper{f: i.game.Update}
}
i.err = i.d.dump(screen)
}
// RunGame starts the main loop and runs the game.
// game's Update function is called every tick to update the game logic.
// game's Draw function is, if it exists, called every frame to draw the screen.
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// game's Layout function is called when necessary, and you can specify the logical screen size by the function.
//
// game must implement Game interface.
// Game's Draw function is optional, but it is recommended to implement Draw to seperate updating the logic and
// rendering.
//
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// RunGame is a more flexibile form of Run due to game's Layout function.
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// You can make a resizable window if you use RunGame, while you cannot if you use Run.
// RunGame is more sophisticated way than Run and hides the notion of 'scale'.
//
// While Run specifies the window size, RunGame does not.
// You need to call SetWindowSize before RunGame if you want.
// Otherwise, a default window size is adopted.
//
// Some functions (ScreenScale, SetScreenScale, SetScreenSize) are not available with RunGame.
//
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// On browsers, it is strongly recommended to use iframe if you embed an Ebiten application in your website.
//
// RunGame must be called on the main thread.
// Note that Ebiten bounds the main goroutine to the main OS thread by runtime.LockOSThread.
//
// Ebiten tries to call game's Update function 60 times a second by default. In other words,
// TPS (ticks per second) is 60 by default.
// This is not related to framerate (display's refresh rate).
//
// game's Update is not called when the window is in background by default.
// This setting is configurable with SetRunnableOnUnfocused.
//
// On non-GopherJS environments, RunGame returns error when 1) OpenGL error happens, 2) audio error happens or
// 3) f returns error. In the case of 3), RunGame returns the same error.
//
// On GopherJS, RunGame returns immediately.
// It is because the 'main' goroutine cannot be blocked on GopherJS due to the bug (gopherjs/gopherjs#826).
// When an error happens, this is shown as an error on the console.
//
// The size unit is device-independent pixel.
//
// Don't call RunGame twice or more in one process.
func RunGame(game Game) error {
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fixWindowPosition(WindowSize())
if _, ok := game.(interface{ Draw(*Image) }); ok {
return runGame(&imageDumperGameWithDraw{
imageDumperGame: imageDumperGame{game: game},
}, 0)
}
return runGame(&imageDumperGame{game: game}, 0)
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}
func runGame(game Game, scale float64) error {
theUIContext.set(game, scale)
if err := uiDriver().Run(theUIContext); err != nil {
if err == driver.RegularTermination {
return nil
}
return err
}
return nil
}
// RunGameWithoutMainLoop runs the game, but don't call the loop on the main (UI) thread.
// Different from Run, RunGameWithoutMainLoop returns immediately.
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//
// Ebiten users should NOT call RunGameWithoutMainLoop.
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// Instead, functions in github.com/hajimehoshi/ebiten/mobile package calls this.
func RunGameWithoutMainLoop(game Game) {
fixWindowPosition(WindowSize())
if _, ok := game.(interface{ Draw(*Image) }); ok {
game = &imageDumperGameWithDraw{
imageDumperGame: imageDumperGame{game: game},
}
} else {
game = &imageDumperGame{game: game}
}
theUIContext.set(game, 0)
uiDriver().RunWithoutMainLoop(theUIContext)
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}
// ScreenSizeInFullscreen returns the size in device-independent pixels when the game is fullscreen.
// The adopted monitor is the 'current' monitor which the window belongs to.
// The returned value can be given to Run or SetSize function if the perfectly fit fullscreen is needed.
//
// On browsers, ScreenSizeInFullscreen returns the 'window' (global object) size, not 'screen' size since an Ebiten
// game should not know the outside of the window object. For more details, see SetFullscreen API comment.
//
// On mobiles, ScreenSizeInFullscreen returns (0, 0) so far.
//
// ScreenSizeInFullscreen'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, ScreenSizeInFullscreen is useful.
//
// ScreenSizeInFullscreen must be called on the main thread before ebiten.Run, and is concurrent-safe after
// ebiten.Run.
func ScreenSizeInFullscreen() (int, int) {
return uiDriver().ScreenSizeInFullscreen()
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}
// MonitorSize is an old name for ScreenSizeInFullscreen
//
// Deprecated: (as of 1.8.0) Use ScreenSizeInFullscreen instead.
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func MonitorSize() (int, int) {
return ScreenSizeInFullscreen()
}
// SetScreenSize sets the game screen size and resizes the window.
//
// Deprecated: (as of 1.11.0) Use SetWindowSize and RunGame (Game's Layout) instead.
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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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}
theUIContext.setScreenSize(width, height)
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}
// SetScreenScale sets the game screen scale and resizes the window.
//
// Deprecated: (as of 1.11.0-alpha). Use SetWindowSize instead.
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func SetScreenScale(scale float64) {
if scale <= 0 {
panic("ebiten: scale must be positive")
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}
theUIContext.setScaleForWindow(scale)
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}
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// ScreenScale returns the game screen scale.
//
// Deprecated: (as of 1.11.0-alpha) Use WindowSize instead.
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func ScreenScale() float64 {
return theUIContext.getScaleForWindow()
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}
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// CursorMode returns the current cursor mode.
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//
// On browsers, only CursorModeVisible and CursorModeHidden are supported.
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//
// CursorMode returns CursorModeHidden on mobiles.
//
// CursorMode is concurrent-safe.
func CursorMode() CursorModeType {
return CursorModeType(uiDriver().CursorMode())
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}
// SetCursorMode sets the render and capture mode of the mouse cursor.
// CursorModeVisible sets the cursor to always be visible.
// CursorModeHidden hides the system cursor when over the window.
// CursorModeCaptured hides the system cursor and locks it to the window.
//
// On browsers, only CursorModeVisible and CursorModeHidden are supported.
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//
// SetCursorMode does nothing on mobiles.
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//
// SetCursorMode is concurrent-safe.
func SetCursorMode(mode CursorModeType) {
uiDriver().SetCursorMode(driver.CursorMode(mode))
}
// IsCursorVisible reports whether the cursor is visible or not.
//
// Deprecated: (as of 1.11.0-alpha) Use CursorMode instead.
func IsCursorVisible() bool {
return CursorMode() == CursorModeVisible
}
// SetCursorVisible sets the cursor visibility.
//
// Deprecated: (as of 1.11.0-alpha) Use SetCursorMode instead.
func SetCursorVisible(visible bool) {
if visible {
SetCursorMode(CursorModeVisible)
} else {
SetCursorMode(CursorModeHidden)
}
}
// SetCursorVisibility sets the cursor visibility.
//
// Deprecated: (as of 1.6.0-alpha) Use SetCursorMode instead.
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func SetCursorVisibility(visible bool) {
SetCursorVisible(visible)
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}
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// IsFullscreen reports whether the current mode is fullscreen or not.
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//
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// IsFullscreen always returns false on browsers.
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// IsFullscreen works as this as of 1.10.0-alpha.
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// Before that, IsFullscreen reported whether the current mode is fullscreen or not.
//
// IsFullscreen always returns false on mobiles.
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//
// IsFullscreen is concurrent-safe.
func IsFullscreen() bool {
return uiDriver().IsFullscreen()
}
// SetFullscreen changes the current mode to fullscreen or not on desktops.
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//
// 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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// SetFullscreen does nothing on browsers.
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// SetFullscreen works as this as of 1.10.0-alpha.
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// Before that, SetFullscreen affected the fullscreen mode.
//
// SetFullscreen does nothing on mobiles.
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//
// SetFullscreen is concurrent-safe.
func SetFullscreen(fullscreen bool) {
uiDriver().SetFullscreen(fullscreen)
}
// IsFocused returns a boolean value indicating whether
// the game is in focus or in the foreground.
//
// IsFocused will only return true if IsRunnableOnUnfocused is false.
//
// IsFocused is concurrent-safe.
func IsFocused() bool {
return uiDriver().IsFocused()
}
// IsRunnableOnUnfocused returns a boolean value indicating whether
// the game runs even in background.
//
// IsRunnableOnUnfocused is concurrent-safe.
func IsRunnableOnUnfocused() bool {
return uiDriver().IsRunnableOnUnfocused()
}
// IsRunnableInBackground is an old name for IsRunnableOnUnfocused.
//
// Deprecated: (as of 1.11.0) Use IsRunnableOnUnfocused instead.
func IsRunnableInBackground() bool {
return IsRunnableOnUnfocused()
}
// SetRunnableOnUnfocused 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.
//
// SetRunnableOnUnfocused does nothing on mobiles so far.
//
// SetRunnableOnUnfocused is concurrent-safe.
func SetRunnableOnUnfocused(runnableOnUnfocused bool) {
uiDriver().SetRunnableOnUnfocused(runnableOnUnfocused)
}
// SetRunnableInBackground is an old name for SetRunnableOnUnfocused.
//
// Deprecated: (as of 1.11.0-alpha) Use SetRunnableOnUnfocused instead.
func SetRunnableInBackground(runnableInBackground bool) {
SetRunnableOnUnfocused(runnableInBackground)
}
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// DeviceScaleFactor returns a device scale factor value of the current monitor which the window belongs to.
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//
// DeviceScaleFactor returns a meaningful value on high-DPI display environment,
// otherwise DeviceScaleFactor returns 1.
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//
// DeviceScaleFactor might panic on init function on some devices like Android.
// Then, it is not recommended to call DeviceScaleFactor from init functions.
//
// DeviceScaleFactor must be called on the main thread before the main loop, and is concurrent-safe after the main loop.
func DeviceScaleFactor() float64 {
return uiDriver().DeviceScaleFactor()
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}
// IsVsyncEnabled returns a boolean value indicating whether
// the game uses the display's vsync.
//
// IsVsyncEnabled is concurrent-safe.
func IsVsyncEnabled() bool {
return uiDriver().IsVsyncEnabled()
}
// SetVsyncEnabled sets a boolean value indicating whether
// the game uses the display's vsync.
//
// If the given value is true, the game tries to sync the display's refresh rate.
// If false, the game ignores the display's refresh rate.
// The initial value is true.
// By disabling vsync, the game works more efficiently but consumes more CPU.
//
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// Note that the state doesn't affect TPS (ticks per second, i.e. how many the run function is
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// updated per second).
//
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// SetVsyncEnabled does nothing on mobiles so far.
//
// SetVsyncEnabled is concurrent-safe.
func SetVsyncEnabled(enabled bool) {
uiDriver().SetVsyncEnabled(enabled)
}
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// MaxTPS returns the current maximum TPS.
//
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// MaxTPS is concurrent-safe.
func MaxTPS() int {
return int(atomic.LoadInt32(&currentMaxTPS))
}
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// CurrentTPS returns the current TPS (ticks per second),
// that represents how many update function is called in a second.
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//
// CurrentTPS is concurrent-safe.
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func CurrentTPS() float64 {
return clock.CurrentTPS()
}
// UncappedTPS is a special TPS value that means the game doesn't have limitation on TPS.
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const UncappedTPS = clock.UncappedTPS
// SetMaxTPS sets the maximum TPS (ticks per second),
// that represents how many updating function is called per second.
// The initial value is 60.
//
// If tps is UncappedTPS, TPS is uncapped and the game is updated per frame.
// If tps is negative but not UncappedTPS, SetMaxTPS panics.
//
// SetMaxTPS is concurrent-safe.
func SetMaxTPS(tps int) {
if tps < 0 && tps != UncappedTPS {
panic("ebiten: tps must be >= 0 or UncappedTPS")
}
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atomic.StoreInt32(&currentMaxTPS, int32(tps))
}
// IsScreenTransparent reports whether the window is transparent.
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//
// IsScreenTransparent is concurrent-safe.
func IsScreenTransparent() bool {
return uiDriver().IsScreenTransparent()
}
// SetScreenTransparent sets the state if the window is transparent.
//
// SetScreenTransparent panics if SetScreenTransparent is called after the main loop.
//
// SetScreenTransparent does nothing on mobiles.
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//
// SetScreenTransparent is concurrent-safe.
func SetScreenTransparent(transparent bool) {
uiDriver().SetScreenTransparent(transparent)
}