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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"time"
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2016-02-07 19:26:58 +01:00
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"github.com/hajimehoshi/ebiten/internal/ui"
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2014-12-27 20:01:23 +01:00
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)
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2015-02-09 02:25:00 +01:00
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var runContext = &struct {
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running bool
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fps float64
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newScreenWidth int
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newScreenHeight int
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2015-02-09 16:10:50 +01:00
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newScreenScale int
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2015-02-09 02:25:00 +01:00
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}{}
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2015-01-11 08:01:56 +01:00
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2015-06-13 20:51:57 +02:00
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// CurrentFPS returns the current number of frames per second.
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2015-01-11 08:01:56 +01:00
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func CurrentFPS() float64 {
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2015-02-09 02:25:00 +01:00
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return runContext.fps
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2015-01-11 08:01:56 +01:00
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}
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2015-01-07 16:56:21 +01:00
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2014-12-10 17:06:38 +01:00
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// Run runs the game.
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2014-12-22 02:36:42 +01:00
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// f is a function which is called at every frame.
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// The argument (*Image) is the render target that represents the screen.
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//
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2014-12-17 09:10:38 +01:00
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// This function must be called from the main thread.
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2014-12-28 07:46:40 +01:00
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//
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2015-02-21 14:00:02 +01:00
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// The given function f is guaranteed to be called 60 times a second
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// even if a rendering frame is skipped.
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2015-02-21 14:19:03 +01:00
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// f is not called when the screen is not shown.
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2014-12-22 02:36:42 +01:00
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func Run(f func(*Image) error, width, height, scale int, title string) error {
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2015-02-09 02:25:00 +01:00
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runContext.running = true
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2015-02-09 16:10:50 +01:00
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defer func() {
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runContext.running = false
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}()
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2015-02-09 02:25:00 +01:00
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2016-02-26 17:44:01 +01:00
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if err := ui.Start(width, height, scale, title); err != nil {
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2015-01-01 17:20:20 +01:00
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return err
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}
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2015-01-27 14:02:23 +01:00
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defer ui.Terminate()
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2015-01-01 17:20:20 +01:00
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2016-02-19 20:39:43 +01:00
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glContext.Check()
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2016-02-26 17:44:01 +01:00
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graphicsContext, err := newGraphicsContext(width, height, ui.ActualScale())
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2014-12-14 10:57:29 +01:00
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if err != nil {
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return err
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}
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2014-12-14 09:28:19 +01:00
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2015-01-07 16:56:21 +01:00
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frames := 0
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2015-02-21 14:00:02 +01:00
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gameTime := ui.Now()
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before := ui.Now()
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2014-12-06 17:09:59 +01:00
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for {
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2016-02-23 16:31:25 +01:00
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// TODO: setSize should be called after swapping buffers?
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2015-02-09 16:10:50 +01:00
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if 0 < runContext.newScreenWidth || 0 < runContext.newScreenHeight || 0 < runContext.newScreenScale {
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changed := false
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if 0 < runContext.newScreenWidth || 0 < runContext.newScreenHeight {
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2016-02-26 17:44:01 +01:00
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c := ui.SetScreenSize(runContext.newScreenWidth, runContext.newScreenHeight)
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2015-02-09 16:10:50 +01:00
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changed = changed || c
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}
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if 0 < runContext.newScreenScale {
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2016-02-26 17:44:01 +01:00
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c := ui.SetScreenScale(runContext.newScreenScale)
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2015-02-09 16:10:50 +01:00
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changed = changed || c
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}
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2015-02-09 02:25:00 +01:00
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if changed {
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w, h := runContext.newScreenWidth, runContext.newScreenHeight
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2016-02-26 17:44:01 +01:00
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if err := graphicsContext.setSize(w, h, ui.ActualScale()); err != nil {
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2015-02-09 02:25:00 +01:00
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return err
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}
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}
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}
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runContext.newScreenWidth = 0
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runContext.newScreenHeight = 0
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2015-02-09 16:10:50 +01:00
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runContext.newScreenScale = 0
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2015-02-09 02:25:00 +01:00
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2015-01-27 14:02:23 +01:00
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if err := ui.DoEvents(); err != nil {
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2015-01-11 17:54:18 +01:00
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return err
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}
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2015-01-27 14:02:23 +01:00
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if ui.IsClosed() {
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2014-12-10 02:42:47 +01:00
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return nil
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}
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2015-02-21 14:00:02 +01:00
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now := ui.Now()
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2015-02-21 14:19:03 +01:00
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// If gameTime is too old, we assume that screen is not shown.
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if int64(5*time.Second/60) < now-gameTime {
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gameTime = now
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}
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2015-02-21 14:00:02 +01:00
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for gameTime < now {
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gameTime += int64(time.Second / 60)
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2016-02-27 15:39:06 +01:00
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if err := graphicsContext.update(f); err != nil {
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2015-02-21 14:00:02 +01:00
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return err
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}
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2015-01-01 17:20:20 +01:00
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}
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2015-01-12 11:54:25 +01:00
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if err := graphicsContext.postUpdate(); err != nil {
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2015-01-01 17:20:20 +01:00
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return err
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}
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2015-02-21 14:00:02 +01:00
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2016-02-21 19:14:31 +01:00
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// Note that the current bound framebuffer must be the default one (0).
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2015-01-27 14:02:23 +01:00
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ui.SwapBuffers()
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2015-01-07 16:56:21 +01:00
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// Calc the current FPS.
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2015-02-21 14:00:02 +01:00
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now = ui.Now()
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2015-01-07 16:56:21 +01:00
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frames++
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2015-02-21 14:00:02 +01:00
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if time.Second <= time.Duration(now-before) {
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runContext.fps = float64(frames) * float64(time.Second) / float64(now-before)
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before = now
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2015-01-07 16:56:21 +01:00
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frames = 0
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}
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2014-12-06 17:09:59 +01:00
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}
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}
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2015-02-09 02:25:00 +01:00
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// SetScreenSize changes the (logical) size of the screen.
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// This doesn't affect the current scale of the screen.
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func SetScreenSize(width, height int) {
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if !runContext.running {
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panic("SetScreenSize must be called during Run")
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}
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2015-02-09 16:10:50 +01:00
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if width <= 0 || height <= 0 {
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panic("width and height must be positive")
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}
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2015-02-09 02:25:00 +01:00
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runContext.newScreenWidth = width
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runContext.newScreenHeight = height
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}
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2015-02-09 16:10:50 +01:00
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// SetScreenSize changes the scale of the screen.
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func SetScreenScale(scale int) {
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if !runContext.running {
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panic("SetScreenScale must be called during Run")
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}
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if scale <= 0 {
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panic("scale must be positive")
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}
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runContext.newScreenScale = scale
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}
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