// 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. package ebiten import ( audio "github.com/hajimehoshi/ebiten/exp/audio/internal" "github.com/hajimehoshi/ebiten/internal/graphics/internal/opengl" "github.com/hajimehoshi/ebiten/internal/ui" "time" ) var fps = 0.0 // CurrentFPS returns the current number of frames per second. func CurrentFPS() float64 { return fps } // 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. // // This function must be called from the main thread. // // The given function f is expected to be called 60 times a second, // but this is not strictly guaranteed. // If you need to care about time, you need to check current time every time f is called. func Run(f func(*Image) error, width, height, scale int, title string) error { actualScale, err := ui.Start(width, height, scale, title) if err != nil { return err } defer ui.Terminate() var graphicsContext *graphicsContext useGLContext(func(c *opengl.Context) { graphicsContext, err = newGraphicsContext(c, width, height, actualScale) }) if err != nil { return err } frames := 0 t := time.Now().UnixNano() for { if err := ui.DoEvents(); err != nil { return err } if ui.IsClosed() { return nil } if err := graphicsContext.preUpdate(); err != nil { return err } if err := f(graphicsContext.screen); err != nil { return err } if err := graphicsContext.postUpdate(); err != nil { return err } // TODO: I'm not sure this is 'Update'. Is 'Tick' better? audio.Update() ui.SwapBuffers() if err != nil { return err } // Calc the current FPS. now := time.Now().UnixNano() frames++ if time.Second <= time.Duration(now-t) { fps = float64(frames) * float64(time.Second) / float64(now-t) t = now frames = 0 } } }