2014-12-24 03:04:10 +01:00
|
|
|
// 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.
|
2014-12-09 15:16:04 +01:00
|
|
|
|
2014-12-14 08:53:32 +01:00
|
|
|
package ebiten
|
2014-12-06 17:09:59 +01:00
|
|
|
|
2014-12-27 20:01:23 +01:00
|
|
|
import (
|
2016-07-03 09:18:29 +02:00
|
|
|
"sync/atomic"
|
|
|
|
|
2017-07-13 20:19:50 +02:00
|
|
|
"github.com/hajimehoshi/ebiten/internal/clock"
|
2016-05-18 03:59:37 +02:00
|
|
|
"github.com/hajimehoshi/ebiten/internal/loop"
|
2016-05-18 04:56:43 +02:00
|
|
|
"github.com/hajimehoshi/ebiten/internal/ui"
|
2014-12-27 20:01:23 +01:00
|
|
|
)
|
|
|
|
|
2017-07-13 20:19:50 +02:00
|
|
|
// FPS represents how many times game updating happens in a second (60).
|
|
|
|
const FPS = clock.FPS
|
2016-03-26 09:50:00 +01:00
|
|
|
|
|
|
|
// CurrentFPS returns the current number of frames per second of rendering.
|
|
|
|
//
|
2016-04-06 03:57:30 +02:00
|
|
|
// This function is concurrent-safe.
|
2016-03-26 10:46:07 +01:00
|
|
|
//
|
2016-03-26 09:50:00 +01:00
|
|
|
// This value represents how many times rendering happens in 1/60 second and
|
|
|
|
// NOT how many times logical game updating (a passed function to Run) happens.
|
|
|
|
// Note that logical game updating is assured to happen 60 times in a second
|
|
|
|
// as long as the screen is active.
|
|
|
|
func CurrentFPS() float64 {
|
2016-05-18 03:59:37 +02:00
|
|
|
return loop.CurrentFPS()
|
2016-03-26 09:50:00 +01:00
|
|
|
}
|
|
|
|
|
2016-07-03 09:18:29 +02:00
|
|
|
var (
|
|
|
|
isRunningSlowly = int32(0)
|
|
|
|
)
|
|
|
|
|
|
|
|
func setRunningSlowly(slow bool) {
|
|
|
|
v := int32(0)
|
|
|
|
if slow {
|
|
|
|
v = 1
|
|
|
|
}
|
|
|
|
atomic.StoreInt32(&isRunningSlowly, v)
|
|
|
|
}
|
|
|
|
|
2016-03-26 09:50:00 +01:00
|
|
|
// 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.
|
|
|
|
// It is recommended to skip heavy processing, especially drawing, when IsRunningSlowly is true.
|
2016-03-26 10:46:07 +01:00
|
|
|
//
|
2016-04-06 03:57:30 +02:00
|
|
|
// This function is concurrent-safe.
|
2016-03-26 09:50:00 +01:00
|
|
|
func IsRunningSlowly() bool {
|
2016-07-03 09:18:29 +02:00
|
|
|
return atomic.LoadInt32(&isRunningSlowly) != 0
|
2016-03-26 09:50:00 +01:00
|
|
|
}
|
|
|
|
|
2016-07-23 23:02:04 +02:00
|
|
|
var theGraphicsContext atomic.Value
|
|
|
|
|
2016-03-26 09:50:00 +01:00
|
|
|
// 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.
|
|
|
|
//
|
2017-03-03 18:26:16 +01:00
|
|
|
// Run must be called from the main thread.
|
2016-03-26 09:50:00 +01:00
|
|
|
// Note that ebiten bounds the main goroutine to the main OS thread by runtime.LockOSThread.
|
|
|
|
//
|
|
|
|
// The given function f is guaranteed to be called 60 times a second
|
|
|
|
// even if a rendering frame is skipped.
|
|
|
|
// f is not called when the screen is not shown.
|
2017-03-03 18:26:16 +01:00
|
|
|
//
|
2017-07-01 06:07:44 +02:00
|
|
|
// The given scale is ignored on fullscreen mode.
|
|
|
|
//
|
2017-03-03 18:26:16 +01:00
|
|
|
// Run returns error when 1) OpenGL error happens, or 2) f returns error.
|
|
|
|
// In the case of 2), Run returns the same error.
|
2016-07-02 21:13:39 +02:00
|
|
|
//
|
|
|
|
// The size unit is device-independent pixel.
|
2016-06-18 19:59:17 +02:00
|
|
|
func Run(f func(*Image) error, width, height int, scale float64, title string) error {
|
2016-05-06 05:23:48 +02:00
|
|
|
ch := make(chan error)
|
|
|
|
go func() {
|
2016-05-18 03:46:23 +02:00
|
|
|
g := newGraphicsContext(f)
|
2016-07-23 23:02:04 +02:00
|
|
|
theGraphicsContext.Store(g)
|
2017-07-13 20:19:50 +02:00
|
|
|
if err := loop.Run(g, width, height, scale, title); err != nil {
|
2016-07-23 11:57:19 +02:00
|
|
|
ch <- err
|
|
|
|
}
|
|
|
|
close(ch)
|
2016-05-06 05:23:48 +02:00
|
|
|
}()
|
2016-08-01 19:47:45 +02:00
|
|
|
// TODO: Use context in Go 1.7?
|
2016-09-02 17:00:44 +02:00
|
|
|
if err := ui.RunMainThreadLoop(ch); err != nil {
|
2016-08-01 19:23:23 +02:00
|
|
|
return err
|
|
|
|
}
|
2016-08-01 19:47:45 +02:00
|
|
|
return nil
|
2016-05-06 05:23:48 +02:00
|
|
|
}
|
|
|
|
|
2016-05-18 18:49:57 +02:00
|
|
|
// 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.
|
2016-07-02 21:13:39 +02:00
|
|
|
//
|
|
|
|
// The size unit is device-independent pixel.
|
2016-06-18 19:59:17 +02:00
|
|
|
func RunWithoutMainLoop(f func(*Image) error, width, height int, scale float64, title string) <-chan error {
|
2016-05-18 18:49:57 +02:00
|
|
|
ch := make(chan error)
|
|
|
|
go func() {
|
|
|
|
g := newGraphicsContext(f)
|
2016-07-23 23:02:04 +02:00
|
|
|
theGraphicsContext.Store(g)
|
2017-07-13 20:19:50 +02:00
|
|
|
if err := loop.Run(g, width, height, scale, title); err != nil {
|
2016-05-18 18:49:57 +02:00
|
|
|
ch <- err
|
|
|
|
}
|
|
|
|
close(ch)
|
|
|
|
}()
|
2016-05-21 19:20:14 +02:00
|
|
|
return ch
|
2016-05-18 18:49:57 +02:00
|
|
|
}
|
|
|
|
|
2016-03-26 09:50:00 +01:00
|
|
|
// SetScreenSize changes the (logical) size of the screen.
|
|
|
|
// This doesn't affect the current scale of the screen.
|
2016-03-26 10:46:07 +01:00
|
|
|
//
|
2016-07-02 21:13:39 +02:00
|
|
|
// Unit is device-independent pixel.
|
|
|
|
//
|
2016-04-06 03:57:30 +02:00
|
|
|
// This function is concurrent-safe.
|
2016-03-26 09:50:00 +01:00
|
|
|
func SetScreenSize(width, height int) {
|
2016-05-18 04:56:43 +02:00
|
|
|
if width <= 0 || height <= 0 {
|
|
|
|
panic("ebiten: width and height must be positive")
|
2016-04-10 18:45:13 +02:00
|
|
|
}
|
2017-03-03 02:58:29 +01:00
|
|
|
ui.SetScreenSize(width, height)
|
2016-03-26 09:50:00 +01:00
|
|
|
}
|
|
|
|
|
2016-05-06 15:42:07 +02:00
|
|
|
// SetScreenScale changes the scale of the screen.
|
2016-03-26 10:46:07 +01:00
|
|
|
//
|
2016-04-06 03:57:30 +02:00
|
|
|
// This function is concurrent-safe.
|
2016-06-18 19:59:17 +02:00
|
|
|
func SetScreenScale(scale float64) {
|
2016-05-18 04:56:43 +02:00
|
|
|
if scale <= 0 {
|
|
|
|
panic("ebiten: scale must be positive")
|
2016-04-10 18:45:13 +02:00
|
|
|
}
|
2017-03-03 02:58:29 +01:00
|
|
|
ui.SetScreenScale(scale)
|
2015-02-09 16:10:50 +01:00
|
|
|
}
|
2016-03-22 16:44:16 +01:00
|
|
|
|
|
|
|
// ScreenScale returns the current screen scale.
|
2016-03-26 10:46:07 +01:00
|
|
|
//
|
2016-09-03 14:14:06 +02:00
|
|
|
// If Run is not called, this returns 0.
|
2016-09-03 11:04:22 +02:00
|
|
|
//
|
2016-04-06 03:57:30 +02:00
|
|
|
// This function is concurrent-safe.
|
2016-06-18 19:59:17 +02:00
|
|
|
func ScreenScale() float64 {
|
2016-09-02 16:38:02 +02:00
|
|
|
return ui.ScreenScale()
|
2016-03-22 16:44:16 +01:00
|
|
|
}
|
2016-09-03 10:17:54 +02:00
|
|
|
|
|
|
|
// SetCursorVisibility changes the state of cursor visiblity.
|
|
|
|
//
|
|
|
|
// This function is concurrent-safe.
|
|
|
|
func SetCursorVisibility(visible bool) {
|
|
|
|
ui.SetCursorVisibility(visible)
|
|
|
|
}
|
2017-06-29 17:35:34 +02:00
|
|
|
|
2017-07-01 06:07:44 +02:00
|
|
|
// IsScreen returns a boolean value indicating whether
|
|
|
|
// the current mode is fullscreen or not.
|
|
|
|
//
|
|
|
|
// This function is concurrent-safe.
|
2017-06-29 17:35:34 +02:00
|
|
|
func IsFullscreen() bool {
|
|
|
|
return ui.IsFullscreen()
|
|
|
|
}
|
|
|
|
|
2017-07-01 06:07:44 +02:00
|
|
|
// 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.
|
|
|
|
//
|
2017-07-21 19:15:09 +02:00
|
|
|
// On desktops, Ebiten uses 'windowed' fullscreen mode, which doesn't change
|
2017-07-01 06:07:44 +02:00
|
|
|
// your monitor's resolution.
|
|
|
|
//
|
2017-07-21 19:15:09 +02:00
|
|
|
// 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.
|
|
|
|
//
|
|
|
|
// SetFullscreen doesn't work on mobiles.
|
|
|
|
//
|
2017-07-01 06:07:44 +02:00
|
|
|
// This function is concurrent-safe.
|
2017-06-29 17:35:34 +02:00
|
|
|
func SetFullscreen(fullscreen bool) {
|
|
|
|
ui.SetFullscreen(fullscreen)
|
|
|
|
}
|