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 (
"time"
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"github.com/hajimehoshi/ebiten/internal/ui"
)
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var runContext = &struct {
running bool
fps float64
newScreenWidth int
newScreenHeight int
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newScreenScale int
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}{}
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// CurrentFPS returns the current number of frames per second.
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func CurrentFPS() float64 {
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return runContext.fps
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}
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// Run runs the game.
// f is a function which is called at every frame.
// The argument (*Image) is the render target that represents the screen.
//
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// This function must be called from the main thread.
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//
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// 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.
func Run(f func(*Image) error, width, height, scale int, title string) error {
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runContext.running = true
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defer func() {
runContext.running = false
}()
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if err := ui.Start(width, height, scale, title); err != nil {
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return err
}
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defer ui.Terminate()
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glContext.Check()
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graphicsContext, err := newGraphicsContext(width, height, ui.ActualScale())
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if err != nil {
return err
}
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frames := 0
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gameTime := ui.Now()
before := ui.Now()
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for {
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// TODO: setSize should be called after swapping buffers?
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if 0 < runContext.newScreenWidth || 0 < runContext.newScreenHeight || 0 < runContext.newScreenScale {
changed := false
if 0 < runContext.newScreenWidth || 0 < runContext.newScreenHeight {
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c := ui.SetScreenSize(runContext.newScreenWidth, runContext.newScreenHeight)
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changed = changed || c
}
if 0 < runContext.newScreenScale {
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c := ui.SetScreenScale(runContext.newScreenScale)
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changed = changed || c
}
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if changed {
w, h := runContext.newScreenWidth, runContext.newScreenHeight
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if err := graphicsContext.setSize(w, h, ui.ActualScale()); err != nil {
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return err
}
}
}
runContext.newScreenWidth = 0
runContext.newScreenHeight = 0
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runContext.newScreenScale = 0
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if err := ui.DoEvents(); err != nil {
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return err
}
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if ui.IsClosed() {
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return nil
}
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now := ui.Now()
// If gameTime is too old, we assume that screen is not shown.
if int64(5*time.Second/60) < now-gameTime {
gameTime = now
}
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for gameTime < now {
gameTime += int64(time.Second / 60)
if err := graphicsContext.update(f); err != nil {
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return err
}
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}
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if err := graphicsContext.postUpdate(); err != nil {
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return err
}
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// Note that the current bound framebuffer must be the default one (0).
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ui.SwapBuffers()
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// Calc the current FPS.
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now = ui.Now()
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frames++
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if time.Second <= time.Duration(now-before) {
runContext.fps = float64(frames) * float64(time.Second) / float64(now-before)
before = now
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frames = 0
}
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}
}
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// SetScreenSize changes the (logical) size of the screen.
// This doesn't affect the current scale of the screen.
func SetScreenSize(width, height int) {
if !runContext.running {
panic("SetScreenSize must be called during Run")
}
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if width <= 0 || height <= 0 {
panic("width and height must be positive")
}
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runContext.newScreenWidth = width
runContext.newScreenHeight = height
}
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// SetScreenSize changes the scale of the screen.
func SetScreenScale(scale int) {
if !runContext.running {
panic("SetScreenScale must be called during Run")
}
if scale <= 0 {
panic("scale must be positive")
}
runContext.newScreenScale = scale
}