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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2022-08-27 14:33:40 +02:00
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"errors"
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2022-10-13 19:22:40 +02:00
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"image"
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"image/color"
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2023-01-21 15:34:20 +01:00
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"io/fs"
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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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2024-08-27 16:55:33 +02:00
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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2022-02-06 08:08:22 +01:00
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"github.com/hajimehoshi/ebiten/v2/internal/ui"
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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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// Update updates a game by one tick. The given argument represents a screen image.
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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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// You can assume that Update is always called TPS-times per second (60 by default), and you can assume
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2022-05-25 15:48:19 +02:00
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// that the time delta between two Updates is always 1 / TPS [s] (1/60[s] by default). As Ebitengine already
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2022-04-13 15:53:07 +02:00
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// adjusts the number of Update calls, you don't have to measure time deltas in Update by e.g. OS timers.
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//
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2022-07-17 04:25:45 +02:00
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// An actual TPS is available by ActualTPS(), and the result might slightly differ from your expected TPS,
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// but still, your game logic should stick to the fixed time delta and should not rely on ActualTPS() value.
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2022-04-13 15:53:07 +02:00
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// This API is for just measurement and/or debugging. In the long run, the number of Update calls should be
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// adjusted based on the set TPS on average.
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//
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// An actual time delta between two Updates might be bigger than expected. In this case, your game's
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// Update or Draw takes longer than they should. In this case, there is nothing other than optimizing
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// your game implementation.
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//
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2020-05-14 21:04:29 +02:00
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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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// 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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// or more for one frame. The frequency is determined by the current TPS (tick-per-second).
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//
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// If the error returned is nil, game execution proceeds normally.
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// If the error returned is Termination, game execution halts, but does not return an error from RunGame.
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// If the error returned is any other non-nil value, game execution halts and the error is returned from RunGame.
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Update() error
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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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//
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// The frequency of Draw calls depends on the user's environment, especially the monitors refresh rate.
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// For portability, you should not put your game logic in Draw in general.
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Draw(screen *Image)
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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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2024-05-10 11:24:47 +02:00
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// size in pixels. The logical size is used for 1) the screen size given at Draw and 2) calculation of the
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// scale from the screen to the final screen size.
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//
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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
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// fit with the outside.
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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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2022-11-08 17:49:51 +01:00
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//
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// If the game implements the interface LayoutFer, Layout is never called and LayoutF is called instead.
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2019-11-24 16:12:06 +01:00
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Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int)
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}
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2022-11-08 18:00:07 +01:00
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// LayoutFer is an interface for the float version of Game.Layout.
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type LayoutFer interface {
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// LayoutF is the float version of Game.Layout.
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//
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// If the game implements this interface, Layout is never called and LayoutF is called instead.
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2024-05-10 11:24:47 +02:00
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//
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// LayoutF accepts a native outside size in device-independent pixels and returns the game's logical screen
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// size in pixels. The logical size is used for 1) the screen size given at Draw and 2) calculation of the
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// scale from the screen to the final screen size. For 1), the actual screen size is a rounded up of the
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// logical size.
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LayoutF(outsideWidth, outsideHeight float64) (screenWidth, screenHeight float64)
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}
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2022-10-13 19:22:40 +02:00
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// FinalScreen represents the final screen image.
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// FinalScreen implements a part of Image functions.
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type FinalScreen interface {
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Bounds() image.Rectangle
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DrawImage(img *Image, options *DrawImageOptions)
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DrawTriangles(vertices []Vertex, indices []uint16, img *Image, options *DrawTrianglesOptions)
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DrawRectShader(width, height int, shader *Shader, options *DrawRectShaderOptions)
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DrawTrianglesShader(vertices []Vertex, indices []uint16, shader *Shader, options *DrawTrianglesShaderOptions)
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Clear()
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Fill(clr color.Color)
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// private prevents other packages from implementing this interface.
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// A new function might be added to this interface in the future
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// even if the Ebitengine major version is not updated.
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private()
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}
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// FinalScreenDrawer is an interface for a custom function to render the final screen.
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// For an actual usage, see examples/flappy.
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type FinalScreenDrawer interface {
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// DrawFinalScreen draws the final screen.
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// If a game implementing FinalScreenDrawer is passed to RunGame, DrawFinalScreen is called after Draw.
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// screen is the final screen. offscreen is the offscreen modified at Draw.
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//
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// geoM is the default geometry matrix to render the offscreen onto the final screen.
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// geoM scales the offscreen to fit the final screen without changing the aspect ratio, and
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// translates the offscreen to put it in the center of the final screen.
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DrawFinalScreen(screen FinalScreen, offscreen *Image, geoM GeoM)
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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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2022-07-12 05:47:34 +02:00
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const DefaultTPS = clock.DefaultTPS
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2018-07-16 17:52:50 +02:00
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2022-07-17 04:25:45 +02:00
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// ActualFPS returns the current number of FPS (frames per second), that represents
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2018-07-17 19:17:06 +02:00
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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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// On some environments, ActualFPS 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 ActualTPS.
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2018-09-30 07:43:53 +02:00
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//
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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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// ActualFPS is concurrent-safe.
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func ActualFPS() float64 {
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return clock.ActualFPS()
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2016-03-26 09:50:00 +01:00
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}
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2022-07-17 04:25:45 +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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//
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// Deprecated: as of v2.4. Use ActualFPS instead.
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func CurrentFPS() float64 {
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return ActualFPS()
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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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isRunGameEnded_ atomic.Bool
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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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//
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// SetScreenClearedEveryFrame is concurrent-safe.
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func SetScreenClearedEveryFrame(cleared bool) {
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ui.Get().SetScreenClearedEveryFrame(cleared)
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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 ui.Get().IsScreenClearedEveryFrame()
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2020-08-13 11:19:56 +02:00
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}
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2022-05-25 15:48:19 +02:00
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// SetScreenFilterEnabled enables/disables the use of the "screen" filter Ebitengine uses.
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2022-02-23 19:46:27 +01:00
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//
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// The "screen" filter is a box filter from game to display resolution.
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//
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// If disabled, nearest-neighbor filtering will be used for scaling instead.
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//
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// The default state is true.
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//
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// SetScreenFilterEnabled is concurrent-safe, but takes effect only at the next Draw call.
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//
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// Deprecated: as of v2.5. Use FinalScreenDrawer instead.
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func SetScreenFilterEnabled(enabled bool) {
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screenFilterEnabled.Store(enabled)
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}
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2022-05-25 15:48:19 +02:00
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// IsScreenFilterEnabled returns true if Ebitengine's "screen" filter is enabled.
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//
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// IsScreenFilterEnabled is concurrent-safe.
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//
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// Deprecated: as of v2.5.
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func IsScreenFilterEnabled() bool {
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return screenFilterEnabled.Load()
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}
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2022-08-27 14:33:40 +02:00
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// Termination is a special error which indicates Game termination without error.
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var Termination = ui.RegularTermination
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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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// 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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//
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// If game implements FinalScreenDrawer, its DrawFinalScreen is called after Draw.
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// The argument screen represents the final screen. The argument offscreen is an offscreen modified at Draw.
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// If game does not implement FinalScreenDrawer, the default rendering for the final screen is used.
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//
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// game's functions are called on the same goroutine.
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//
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// On browsers, it is strongly recommended to use iframe if you embed an Ebitengine 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 Ebitengine bounds the main goroutine to the main OS thread by runtime.LockOSThread.
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//
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// Ebitengine tries to call game's Update function 60 times a second by default. In other words,
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2019-12-16 02:52:53 +01:00
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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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2022-07-24 16:15:47 +02:00
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// RunGame returns error when 1) an error happens in the underlying graphics driver, 2) an audio error happens
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2022-08-27 14:33:40 +02:00
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// or 3) Update returns an error. In the case of 3), RunGame returns the same error so far, but it is recommended to
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// use errors.Is when you check the returned error is the error you want, rather than comparing the values
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// with == or != directly.
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//
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// If you want to terminate a game on desktops, it is recommended to return Termination at Update, which will halt
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// execution without returning an error value from RunGame.
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2022-08-22 16:30:19 +02:00
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//
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2019-12-16 02:52:53 +01:00
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// The size unit is device-independent pixel.
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//
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2022-12-09 06:07:04 +01:00
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// Don't call RunGame or RunGameWithOptions twice or more in one process.
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2019-12-16 02:52:53 +01:00
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func RunGame(game Game) error {
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return RunGameWithOptions(game, nil)
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}
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2023-01-28 11:06:38 +01:00
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// RunGameOptions represents options for RunGameWithOptions.
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type RunGameOptions struct {
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// GraphicsLibrary is a graphics library Ebitengine will use.
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//
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// The default (zero) value is GraphicsLibraryAuto, which lets Ebitengine choose the graphics library.
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GraphicsLibrary GraphicsLibrary
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2022-12-12 17:03:19 +01:00
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// InitUnfocused indicates whether the window is unfocused or not on launching.
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2022-12-09 11:04:52 +01:00
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// InitUnfocused is valid on desktops and browsers.
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//
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// The default (zero) value is false, which means that the window is focused.
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InitUnfocused bool
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2022-12-09 13:23:41 +01:00
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2022-12-12 17:03:19 +01:00
|
|
|
// ScreenTransparent indicates whether the window is transparent or not.
|
2022-12-09 13:23:41 +01:00
|
|
|
// ScreenTransparent is valid on desktops and browsers.
|
|
|
|
//
|
|
|
|
// The default (zero) value is false, which means that the window is not transparent.
|
|
|
|
ScreenTransparent bool
|
2022-12-12 17:03:19 +01:00
|
|
|
|
|
|
|
// SkipTaskbar indicates whether an application icon is shown on a taskbar or not.
|
|
|
|
// SkipTaskbar is valid only on Windows.
|
|
|
|
//
|
|
|
|
// The default (zero) value is false, which means that an icon is shown on a taskbar.
|
|
|
|
SkipTaskbar bool
|
2023-11-04 16:00:17 +01:00
|
|
|
|
|
|
|
// SingleThread indicates whether the single thread mode is used explicitly or not.
|
|
|
|
// The single thread mode disables Ebitengine's thread safety to unlock maximum performance.
|
|
|
|
// If you use this you will have to manage threads yourself.
|
2023-11-04 16:15:07 +01:00
|
|
|
// Functions like `SetWindowSize` will no longer be concurrent-safe with this build tag.
|
2023-11-04 16:00:17 +01:00
|
|
|
// They must be called from the main thread or the same goroutine as the given game's callback functions like Update.
|
|
|
|
//
|
2023-11-04 16:19:35 +01:00
|
|
|
// SingleThread works only with desktops and consoles.
|
2023-11-04 16:00:17 +01:00
|
|
|
//
|
|
|
|
// If SingleThread is false, and if the build tag `ebitenginesinglethread` is specified,
|
|
|
|
// the single thread mode is used.
|
|
|
|
//
|
|
|
|
// The default (zero) value is false, which means that the single thread mode is disabled.
|
|
|
|
SingleThread bool
|
2024-02-11 11:06:04 +01:00
|
|
|
|
2024-08-19 16:43:48 +02:00
|
|
|
// DisableHiDPI indicates whether the rendering for HiDPI is disabled or not.
|
|
|
|
// If HiDPI is disabled, the device scale factor is always 1 i.e. Monitor's DeviceScaleFactor always returns 1.
|
|
|
|
// This is useful to get a better performance on HiDPI displays, in the expense of rendering quality.
|
|
|
|
//
|
|
|
|
// DisableHiDPI is available only on browsers.
|
|
|
|
//
|
|
|
|
// The default (zero) value is false, which means that HiDPI is enabled.
|
|
|
|
DisableHiDPI bool
|
|
|
|
|
2024-08-27 16:55:33 +02:00
|
|
|
// ColorSpace indicates the color space of the screen.
|
|
|
|
//
|
|
|
|
// ColorSpace is available only with some graphics libraries (macOS Metal and WebGL so far).
|
|
|
|
// Otherwise, ColorSpace is ignored.
|
|
|
|
//
|
|
|
|
// The default (zero) value is ColorSpaceDefault, which means that color space depends on the environment.
|
|
|
|
ColorSpace ColorSpace
|
|
|
|
|
2024-02-11 11:06:04 +01:00
|
|
|
// X11DisplayName is a class name in the ICCCM WM_CLASS window property.
|
|
|
|
X11ClassName string
|
|
|
|
|
|
|
|
// X11InstanceName is an instance name in the ICCCM WM_CLASS window property.
|
|
|
|
X11InstanceName string
|
2022-12-09 06:07:04 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
// RunGameWithOptions starts the main loop and runs the game with the specified options.
|
|
|
|
// game's Update function is called every tick to update the game logic.
|
|
|
|
// game's Draw function is called every frame to draw the screen.
|
|
|
|
// game's Layout function is called when necessary, and you can specify the logical screen size by the function.
|
|
|
|
//
|
|
|
|
// options can be nil. In this case, the default options are used.
|
|
|
|
//
|
|
|
|
// If game implements FinalScreenDrawer, its DrawFinalScreen is called after Draw.
|
|
|
|
// The argument screen represents the final screen. The argument offscreen is an offscreen modified at Draw.
|
2023-01-28 11:06:38 +01:00
|
|
|
// If game does not implement FinalScreenDrawer, the default rendering for the final screen is used.
|
2022-12-09 06:07:04 +01:00
|
|
|
//
|
|
|
|
// game's functions are called on the same goroutine.
|
|
|
|
//
|
|
|
|
// On browsers, it is strongly recommended to use iframe if you embed an Ebitengine application in your website.
|
|
|
|
//
|
|
|
|
// RunGameWithOptions must be called on the main thread.
|
|
|
|
// Note that Ebitengine bounds the main goroutine to the main OS thread by runtime.LockOSThread.
|
|
|
|
//
|
|
|
|
// Ebitengine 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).
|
|
|
|
//
|
|
|
|
// RunGameWithOptions returns error when 1) an error happens in the underlying graphics driver, 2) an audio error happens
|
|
|
|
// or 3) Update returns an error. In the case of 3), RunGameWithOptions returns the same error so far, but it is recommended to
|
|
|
|
// use errors.Is when you check the returned error is the error you want, rather than comparing the values
|
|
|
|
// with == or != directly.
|
|
|
|
//
|
|
|
|
// If you want to terminate a game on desktops, it is recommended to return Termination at Update, which will halt
|
|
|
|
// execution without returning an error value from RunGameWithOptions.
|
|
|
|
//
|
|
|
|
// The size unit is device-independent pixel.
|
|
|
|
//
|
|
|
|
// Don't call RunGame or RunGameWithOptions twice or more in one process.
|
|
|
|
func RunGameWithOptions(game Game, options *RunGameOptions) error {
|
2024-04-29 12:02:23 +02:00
|
|
|
defer isRunGameEnded_.Store(true)
|
2021-04-03 11:44:41 +02:00
|
|
|
|
2021-04-17 10:30:48 +02:00
|
|
|
initializeWindowPositionIfNeeded(WindowSize())
|
2022-12-09 13:23:41 +01:00
|
|
|
|
|
|
|
op := toUIRunOptions(options)
|
|
|
|
// This is necessary to change the result of IsScreenTransparent.
|
2024-04-29 12:02:23 +02:00
|
|
|
screenTransparent.Store(op.ScreenTransparent)
|
2022-12-09 13:23:41 +01:00
|
|
|
g := newGameForUI(game, op.ScreenTransparent)
|
|
|
|
|
|
|
|
if err := ui.Get().Run(g, op); err != nil {
|
2022-08-27 14:33:40 +02:00
|
|
|
if errors.Is(err, Termination) {
|
2019-12-16 02:52:53 +01:00
|
|
|
return nil
|
|
|
|
}
|
2022-08-27 14:33:40 +02:00
|
|
|
|
2019-12-16 02:52:53 +01:00
|
|
|
return err
|
|
|
|
}
|
|
|
|
return nil
|
|
|
|
}
|
|
|
|
|
2021-04-03 11:44:41 +02:00
|
|
|
func isRunGameEnded() bool {
|
2024-04-29 12:02:23 +02:00
|
|
|
return isRunGameEnded_.Load()
|
2021-04-03 11:44:41 +02:00
|
|
|
}
|
|
|
|
|
2020-03-22 07:32:11 +01:00
|
|
|
// 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.
|
2022-08-27 14:33:40 +02:00
|
|
|
// The returned value can be given to SetSize function if the perfectly fit fullscreen is needed.
|
2020-03-22 07:32:11 +01:00
|
|
|
//
|
2022-06-16 05:05:09 +02:00
|
|
|
// On browsers, ScreenSizeInFullscreen returns the 'window' (global object) size, not 'screen' size.
|
|
|
|
// ScreenSizeInFullscreen's returning value is different from the actual screen size and this is a known issue (#2145).
|
|
|
|
// For browsers, it is recommended to use Screen API (https://developer.mozilla.org/en-US/docs/Web/API/Screen) if needed.
|
2020-03-22 07:32:11 +01:00
|
|
|
//
|
|
|
|
// 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.
|
|
|
|
//
|
2022-08-27 14:33:40 +02:00
|
|
|
// ScreenSizeInFullscreen must be called on the main thread before ebiten.RunGame, and is concurrent-safe after
|
|
|
|
// ebiten.RunGame.
|
2024-03-23 14:31:08 +01:00
|
|
|
//
|
|
|
|
// Deprecated: as of v2.6. Use Monitor().Size() instead.
|
2018-10-09 16:27:29 +02:00
|
|
|
func ScreenSizeInFullscreen() (int, int) {
|
2022-02-06 08:08:22 +01:00
|
|
|
return ui.Get().ScreenSizeInFullscreen()
|
2018-05-04 09:09:55 +02:00
|
|
|
}
|
|
|
|
|
2019-12-14 04:30:03 +01:00
|
|
|
// CursorMode returns the current cursor mode.
|
2017-08-12 08:39:41 +02:00
|
|
|
//
|
2019-12-14 04:30:03 +01:00
|
|
|
// CursorMode returns CursorModeHidden on mobiles.
|
|
|
|
//
|
|
|
|
// CursorMode is concurrent-safe.
|
|
|
|
func CursorMode() CursorModeType {
|
2024-09-15 10:17:10 +02:00
|
|
|
return CursorModeType(ui.Get().CursorMode())
|
2017-08-12 08:39:41 +02:00
|
|
|
}
|
|
|
|
|
2019-12-14 04:30:03 +01:00
|
|
|
// 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.
|
|
|
|
//
|
2021-04-15 20:27:33 +02:00
|
|
|
// CursorModeCaptured also works on browsers.
|
|
|
|
// When the user exits the captured mode not by SetCursorMode but by the UI (e.g., pressing ESC),
|
2021-04-16 04:57:48 +02:00
|
|
|
// the previous cursor mode is set automatically.
|
2023-07-06 18:39:19 +02:00
|
|
|
//
|
2023-07-06 18:17:28 +02:00
|
|
|
// On browsers, setting CursorModeCaptured might be delayed especially just after escaping from a capture.
|
2016-09-03 10:17:54 +02:00
|
|
|
//
|
2023-07-06 18:39:19 +02:00
|
|
|
// On browsers, capturing a cursor requires a user gesture, otherwise SetCursorMode does nothing but leave an error message in console.
|
|
|
|
// This behavior varies across browser implementations.
|
|
|
|
// Check a user interaction before calling capturing a cursor e.g. by IsMouseButtonPressed or IsKeyPressed.
|
|
|
|
//
|
2019-12-14 04:30:03 +01:00
|
|
|
// SetCursorMode does nothing on mobiles.
|
2017-08-12 08:39:41 +02:00
|
|
|
//
|
2019-12-14 04:30:03 +01:00
|
|
|
// SetCursorMode is concurrent-safe.
|
|
|
|
func SetCursorMode(mode CursorModeType) {
|
2024-09-15 10:17:10 +02:00
|
|
|
ui.Get().SetCursorMode(ui.CursorMode(mode))
|
2019-12-14 04:30:03 +01:00
|
|
|
}
|
|
|
|
|
2019-10-21 21:07:14 +02:00
|
|
|
// IsFullscreen reports whether the current mode is fullscreen or not.
|
2017-07-01 06:07:44 +02:00
|
|
|
//
|
2021-04-27 16:58:32 +02:00
|
|
|
// IsFullscreen always returns false on mobiles.
|
2017-09-30 18:59:34 +02:00
|
|
|
//
|
2018-07-14 18:04:46 +02:00
|
|
|
// IsFullscreen is concurrent-safe.
|
2017-06-29 17:35:34 +02:00
|
|
|
func IsFullscreen() bool {
|
2022-02-06 08:08:22 +01:00
|
|
|
return ui.Get().IsFullscreen()
|
2017-06-29 17:35:34 +02:00
|
|
|
}
|
|
|
|
|
2021-04-27 16:58:32 +02:00
|
|
|
// SetFullscreen changes the current mode to fullscreen or not on desktops and browsers.
|
2017-07-01 06:07:44 +02:00
|
|
|
//
|
2021-04-21 15:50:00 +02:00
|
|
|
// In fullscreen mode, the game screen is automatically enlarged
|
2017-07-01 06:07:44 +02:00
|
|
|
// to fit with the monitor. The current scale value is ignored.
|
|
|
|
//
|
2022-05-25 15:48:19 +02:00
|
|
|
// On desktops, Ebitengine uses 'windowed' fullscreen mode, which doesn't change
|
2017-07-01 06:07:44 +02:00
|
|
|
// your monitor's resolution.
|
|
|
|
//
|
2023-07-06 18:39:19 +02:00
|
|
|
// On browsers, triggering fullscreen requires a user gesture, otherwise SetFullscreen does nothing but leave an error message in console.
|
|
|
|
// This behavior varies across browser implementations.
|
|
|
|
// Check a user interaction before triggering fullscreen e.g. by IsMouseButtonPressed or IsKeyPressed.
|
2021-04-27 16:58:32 +02:00
|
|
|
//
|
|
|
|
// SetFullscreen does nothing on mobiles.
|
2017-07-21 19:15:09 +02:00
|
|
|
//
|
2021-04-18 10:35:46 +02:00
|
|
|
// SetFullscreen does nothing on macOS when the window is fullscreened natively by the macOS desktop
|
|
|
|
// instead of SetFullscreen(true).
|
|
|
|
//
|
2018-07-14 18:04:46 +02:00
|
|
|
// SetFullscreen is concurrent-safe.
|
2017-06-29 17:35:34 +02:00
|
|
|
func SetFullscreen(fullscreen bool) {
|
2022-02-06 08:08:22 +01:00
|
|
|
ui.Get().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 {
|
2022-02-06 08:08:22 +01:00
|
|
|
return ui.Get().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 {
|
2022-02-06 08:08:22 +01:00
|
|
|
return ui.Get().IsRunnableOnUnfocused()
|
2020-03-20 16:34:12 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
// 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) {
|
2022-02-06 08:08:22 +01:00
|
|
|
ui.Get().SetRunnableOnUnfocused(runnableOnUnfocused)
|
2020-03-20 16:34:12 +01:00
|
|
|
}
|
|
|
|
|
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
|
|
|
//
|
|
|
|
// BUG: DeviceScaleFactor value is not affected by SetWindowPosition before RunGame (#1575).
|
2024-02-12 07:03:07 +01:00
|
|
|
//
|
|
|
|
// Deprecated: as of v2.6. Use Monitor().DeviceScaleFactor() instead.
|
2018-01-03 11:23:29 +01:00
|
|
|
func DeviceScaleFactor() float64 {
|
2024-02-12 07:03:07 +01:00
|
|
|
return Monitor().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.
|
|
|
|
func IsVsyncEnabled() bool {
|
2023-10-15 09:10:13 +02:00
|
|
|
return ui.Get().FPSMode() == ui.FPSModeVsyncOn
|
2018-07-14 13:50:09 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
// SetVsyncEnabled sets a boolean value indicating whether
|
|
|
|
// the game uses the display's vsync.
|
|
|
|
func SetVsyncEnabled(enabled bool) {
|
2021-07-22 16:55:26 +02:00
|
|
|
if enabled {
|
2023-10-14 17:06:07 +02:00
|
|
|
ui.Get().SetFPSMode(ui.FPSModeVsyncOn)
|
2021-07-22 16:55:26 +02:00
|
|
|
} else {
|
2023-10-14 17:06:07 +02:00
|
|
|
ui.Get().SetFPSMode(ui.FPSModeVsyncOffMaximum)
|
2021-07-22 16:55:26 +02:00
|
|
|
}
|
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.
|
2022-10-28 18:10:23 +02:00
|
|
|
//
|
|
|
|
// Deprecated: as of v2.5. Use SetVsyncEnabled instead.
|
2024-09-15 10:17:10 +02:00
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type FPSModeType int
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2021-07-22 18:07:28 +02:00
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const (
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// FPSModeVsyncOn indicates that the game tries to sync the display's refresh rate.
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// FPSModeVsyncOn is the default mode.
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2022-10-28 18:10:23 +02:00
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//
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// Deprecated: as of v2.5. Use SetVsyncEnabled(true) instead.
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2024-09-15 10:17:10 +02:00
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FPSModeVsyncOn FPSModeType = FPSModeType(ui.FPSModeVsyncOn)
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2021-07-22 18:07:28 +02:00
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2021-09-01 10:17:54 +02:00
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// FPSModeVsyncOffMaximum indicates that the game doesn't sync with vsync, and
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2021-07-22 18:07:28 +02:00
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// the game is updated whenever possible.
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//
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// Be careful that FPSModeVsyncOffMaximum might consume a lot of battery power.
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//
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// In FPSModeVsyncOffMaximum, the game's Draw is called almost without sleeping.
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// The game's Update is called based on the specified TPS.
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2022-10-28 18:10:23 +02:00
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//
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// Deprecated: as of v2.5. Use SetVsyncEnabled(false) instead.
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2024-09-15 10:17:10 +02:00
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FPSModeVsyncOffMaximum FPSModeType = FPSModeType(ui.FPSModeVsyncOffMaximum)
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2021-07-22 18:07:28 +02:00
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2021-09-01 10:17:54 +02:00
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// FPSModeVsyncOffMinimum indicates that the game doesn't sync with vsync, and
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2021-07-22 18:07:28 +02:00
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// the game is updated only when necessary.
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//
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// FPSModeVsyncOffMinimum is useful for relatively static applications to save battery power.
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//
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// In FPSModeVsyncOffMinimum, the game's Update and Draw are called only when
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2022-02-04 14:46:12 +01:00
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// 1) new inputting except for gamepads is detected, or 2) ScheduleFrame is called.
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2022-07-17 04:25:45 +02:00
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// In FPSModeVsyncOffMinimum, TPS is SyncWithFPS no matter what TPS is specified at SetTPS.
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2022-10-28 18:10:23 +02:00
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//
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2022-12-19 19:09:03 +01:00
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// Deprecated: as of v2.5. Use SetScreenClearedEveryFrame(false) instead.
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2022-10-28 18:10:23 +02:00
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// See examples/skipdraw for GPU optimization with SetScreenClearedEveryFrame(false).
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2024-09-15 10:17:10 +02:00
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FPSModeVsyncOffMinimum FPSModeType = FPSModeType(ui.FPSModeVsyncOffMinimum)
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2021-07-22 18:07:28 +02:00
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)
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// FPSMode returns the current FPS mode.
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//
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// FPSMode is concurrent-safe.
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2022-10-28 18:10:23 +02:00
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//
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// Deprecated: as of v2.5. Use SetVsyncEnabled instead.
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2021-07-22 18:07:28 +02:00
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func FPSMode() FPSModeType {
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2024-09-15 10:17:10 +02:00
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return FPSModeType(ui.Get().FPSMode())
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2021-07-22 18:07:28 +02:00
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}
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// SetFPSMode sets the FPS mode.
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2021-09-01 10:17:54 +02:00
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// The default FPS mode is FPSModeVsyncOn.
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2021-07-22 18:07:28 +02:00
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//
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// SetFPSMode is concurrent-safe.
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2022-10-28 18:10:23 +02:00
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//
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// Deprecated: as of v2.5. Use SetVsyncEnabled instead.
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2021-07-22 18:07:28 +02:00
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func SetFPSMode(mode FPSModeType) {
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2024-09-15 10:17:10 +02:00
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ui.Get().SetFPSMode(ui.FPSModeType(mode))
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2021-07-22 18:07:28 +02:00
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}
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// ScheduleFrame schedules a next frame when the current FPS mode is FPSModeVsyncOffMinimum.
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//
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// ScheduleFrame is concurrent-safe.
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2022-10-28 18:10:23 +02:00
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//
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// Deprecated: as of v2.5. Use SetScreenClearedEveryFrame(false) instead.
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// See examples/skipdraw for GPU optimization with SetScreenClearedEveryFrame(false).
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2021-07-22 18:07:28 +02:00
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func ScheduleFrame() {
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2022-02-06 08:08:22 +01:00
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ui.Get().ScheduleFrame()
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2021-07-22 18:07:28 +02:00
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}
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2022-07-17 04:25:45 +02:00
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// TPS returns the current maximum TPS.
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//
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// TPS is concurrent-safe.
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func TPS() int {
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return clock.TPS()
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}
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2018-07-17 15:41:27 +02:00
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// MaxTPS returns the current maximum TPS.
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2018-07-16 18:42:19 +02:00
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//
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2022-07-17 04:25:45 +02:00
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// Deprecated: as of v2.4. Use TPS instead.
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2018-07-17 15:41:27 +02:00
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func MaxTPS() int {
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2022-07-17 04:25:45 +02:00
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return TPS()
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2018-07-16 18:42:19 +02:00
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}
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2022-07-17 04:25:45 +02:00
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// ActualTPS returns the current TPS (ticks per second),
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2023-12-17 14:42:34 +01:00
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// that represents how many times Update function is called in a second.
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2018-07-17 19:17:06 +02:00
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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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2022-07-17 04:25:45 +02:00
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// ActualTPS is concurrent-safe.
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func ActualTPS() float64 {
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2022-04-13 17:57:47 +02:00
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return clock.ActualTPS()
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2018-07-17 19:11:00 +02:00
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}
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2022-07-17 04:25:45 +02:00
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// CurrentTPS returns the current TPS (ticks per second),
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2023-12-17 14:42:34 +01:00
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// that represents how many times Update function is called in a second.
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2022-07-17 04:25:45 +02:00
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//
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// Deprecated: as of v2.4. Use ActualTPS instead.
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func CurrentTPS() float64 {
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return ActualTPS()
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}
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2021-07-22 15:44:58 +02:00
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// SyncWithFPS is a special TPS value that means TPS syncs with FPS.
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const SyncWithFPS = clock.SyncWithFPS
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// UncappedTPS is a special TPS value that means TPS syncs with FPS.
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//
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// Deprecated: as of v2.2. Use SyncWithFPS instead.
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const UncappedTPS = SyncWithFPS
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2018-07-17 15:33:53 +02:00
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2022-07-17 04:25:45 +02:00
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// SetTPS sets the maximum TPS (ticks per second),
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2023-12-17 14:42:34 +01:00
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// that represents how many times updating function is called per second.
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2018-07-16 18:42:19 +02:00
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// The initial value is 60.
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//
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2021-07-22 15:44:58 +02:00
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// If tps is SyncWithFPS, TPS is uncapped and the game is updated per frame.
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2022-07-17 04:25:45 +02:00
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// If tps is negative but not SyncWithFPS, SetTPS panics.
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2018-07-16 18:42:19 +02:00
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//
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2022-07-17 04:25:45 +02:00
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// SetTPS is concurrent-safe.
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func SetTPS(tps int) {
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2022-07-12 05:47:34 +02:00
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clock.SetTPS(tps)
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2018-07-16 18:42:19 +02:00
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}
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2019-11-30 16:07:41 +01:00
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2022-07-17 04:25:45 +02:00
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// SetMaxTPS sets the maximum TPS (ticks per second),
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2023-12-17 14:42:34 +01:00
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// that represents how many times updating function is called per second.
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2022-07-17 04:25:45 +02:00
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//
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// Deprecated: as of v2.4. Use SetTPS instead.
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func SetMaxTPS(tps int) {
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SetTPS(tps)
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}
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2019-11-30 16:07:41 +01:00
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// IsScreenTransparent reports whether the window is transparent.
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2020-02-09 13:56:48 +01:00
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//
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// IsScreenTransparent is concurrent-safe.
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2022-12-09 13:23:41 +01:00
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//
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// Deprecated: as of v2.5.
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2019-11-30 16:07:41 +01:00
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func IsScreenTransparent() bool {
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2022-12-09 13:23:41 +01:00
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if !ui.IsScreenTransparentAvailable() {
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return false
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}
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2024-04-29 12:02:23 +02:00
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return screenTransparent.Load()
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2019-11-30 16:07:41 +01:00
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}
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// SetScreenTransparent sets the state if the window is transparent.
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//
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2019-12-16 02:52:53 +01:00
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// SetScreenTransparent panics if SetScreenTransparent is called after the main loop.
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2019-11-30 16:07:41 +01:00
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//
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// SetScreenTransparent does nothing on mobiles.
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2020-02-09 13:56:48 +01:00
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//
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// SetScreenTransparent is concurrent-safe.
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2022-12-09 13:23:41 +01:00
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//
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// Deprecated: as of v2.5. Use RunGameWithOptions instead.
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2019-11-30 16:07:41 +01:00
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func SetScreenTransparent(transparent bool) {
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2024-04-29 12:02:23 +02:00
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screenTransparent.Store(transparent)
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2019-11-30 16:07:41 +01:00
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}
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2020-02-09 15:03:03 +01:00
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2024-04-29 12:02:23 +02:00
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var screenTransparent atomic.Bool
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2022-12-09 13:23:41 +01:00
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2020-02-09 15:03:03 +01:00
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// SetInitFocused sets whether the application is focused on show.
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// The default value is true, i.e., the application is focused.
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//
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// SetInitFocused does nothing on mobile.
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//
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// SetInitFocused panics if this is called after the main loop.
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//
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2023-01-28 11:06:38 +01:00
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// SetInitFocused is concurrent-safe.
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2022-12-09 11:04:52 +01:00
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//
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// Deprecated: as of v2.5. Use RunGameWithOptions instead.
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2020-02-09 15:03:03 +01:00
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func SetInitFocused(focused bool) {
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2024-04-29 12:02:23 +02:00
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initUnfocused.Store(!focused)
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2020-02-09 15:03:03 +01:00
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}
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2022-12-09 06:07:04 +01:00
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2024-04-29 12:02:23 +02:00
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var initUnfocused atomic.Bool
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2022-12-09 11:04:52 +01:00
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2022-12-09 06:07:04 +01:00
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func toUIRunOptions(options *RunGameOptions) *ui.RunOptions {
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2024-02-11 11:06:04 +01:00
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const (
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defaultX11ClassName = "Ebitengine-Application"
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defaultX11InstanceName = "ebitengine-application"
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)
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2022-12-09 06:07:04 +01:00
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if options == nil {
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2022-12-09 11:04:52 +01:00
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return &ui.RunOptions{
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2024-04-29 12:02:23 +02:00
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InitUnfocused: initUnfocused.Load(),
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ScreenTransparent: screenTransparent.Load(),
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2024-02-11 11:06:04 +01:00
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X11ClassName: defaultX11ClassName,
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X11InstanceName: defaultX11InstanceName,
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2022-12-09 11:04:52 +01:00
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}
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2022-12-09 06:07:04 +01:00
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}
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2024-02-11 11:06:04 +01:00
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if options.X11ClassName == "" {
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options.X11ClassName = defaultX11ClassName
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}
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if options.X11InstanceName == "" {
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options.X11InstanceName = defaultX11InstanceName
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}
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2024-09-13 18:15:15 +02:00
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// ui.RunOptions.StrictContextRestoration is not used so far (#3098).
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// This might be reused in the future.
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// The original comment for StrictContextRestration is as follows:
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//
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// StrictContextRestration indicates whether the context lost should be restored strictly by Ebitengine or not.
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//
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// StrictContextRestration is available only on Android. Otherwise, StrictContextRestration is ignored.
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// Thus, StrictContextRestration should be used with mobile.SetGameWithOptions, rather than RunGameWithOptions.
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//
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// In Android, Ebitengien uses `GLSurfaceView`'s `setPreserveEGLContextOnPause(true)`.
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// This works in most cases, but it is still possible that the context is lost in some minor cases.
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//
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// When StrictContextRestration is true, Ebitengine tries to restore the context more strictly
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// for such minor cases.
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// However, this might cause a performance issue since Ebitengine tries to keep all the information
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// to restore the context.
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//
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// When StrictContextRestration is false, Ebitengine does nothing special to restore the context and
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// relies on the OS's behavior.
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//
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// The default (zero) value is false.
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2022-12-09 06:07:04 +01:00
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return &ui.RunOptions{
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2024-09-13 18:15:15 +02:00
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GraphicsLibrary: ui.GraphicsLibrary(options.GraphicsLibrary),
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InitUnfocused: options.InitUnfocused,
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ScreenTransparent: options.ScreenTransparent,
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SkipTaskbar: options.SkipTaskbar,
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SingleThread: options.SingleThread,
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DisableHiDPI: options.DisableHiDPI,
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ColorSpace: graphicsdriver.ColorSpace(options.ColorSpace),
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X11ClassName: options.X11ClassName,
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X11InstanceName: options.X11InstanceName,
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2022-12-09 06:07:04 +01:00
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}
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}
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2023-01-21 15:34:20 +01:00
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2023-01-22 18:48:50 +01:00
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// DroppedFiles returns a virtual file system that includes only dropped files and/or directories
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// at its root directory, at the time Update is called.
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2023-01-21 15:34:20 +01:00
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//
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2023-01-22 18:48:50 +01:00
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// DroppedFiles works on desktops and browsers.
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2023-01-21 15:34:20 +01:00
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//
|
2023-01-22 18:48:50 +01:00
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// DroppedFiles is concurrent-safe.
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func DroppedFiles() fs.FS {
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return theInputState.droppedFiles()
|
2023-01-21 15:34:20 +01:00
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}
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