// 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 ( "image" "sync/atomic" "github.com/hajimehoshi/ebiten/internal/clock" "github.com/hajimehoshi/ebiten/internal/ui" ) // FPS represents how many times game updating happens in a second (60). const FPS = clock.FPS // CurrentFPS returns the current number of frames per second of rendering. // // The returned value represents how many times rendering happens in a second and // NOT how many times logical game updating (a passed function to Run) happens. // Note that logical game updating is assured to happen 60 times in a second. // // This function is concurrent-safe. func CurrentFPS() float64 { return clock.CurrentFPS() } var ( isRunningSlowly = int32(0) ) func setRunningSlowly(slow bool) { v := int32(0) if slow { v = 1 } atomic.StoreInt32(&isRunningSlowly, v) } // IsRunningSlowly returns true if the game is running too slowly to keep 60 FPS of rendering. // The game screen is not updated when IsRunningSlowly is true. // It is recommended to skip heavy processing, especially drawing screen, // when IsRunningSlowly is true. // // This function is concurrent-safe. func IsRunningSlowly() bool { return atomic.LoadInt32(&isRunningSlowly) != 0 } var theGraphicsContext atomic.Value func run(width, height int, scale float64, title string, g *graphicsContext) error { if err := ui.Run(width, height, scale, title, &updater{g}); err != nil { if _, ok := err.(*ui.RegularTermination); ok { return nil } return err } return nil } type updater struct { g *graphicsContext } func (u *updater) SetSize(width, height int, scale float64) { u.g.SetSize(width, height, scale) } func (u *updater) Update() error { n := clock.Update() if err := u.g.Update(n); err != nil { return err } return nil } func (u *updater) Invalidate() { u.g.Invalidate() } // 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. // The screen size is based on the given values (width and height). // // A window size is based on the given values (width, height and scale). // scale is used to enlarge the screen. // // Run must be called from the OS main thread. // Note that Ebiten bounds the main goroutine to the main OS thread by runtime.LockOSThread. // // The given function f is guaranteed to be called 60 times a second // even if a rendering frame is skipped. // f is not called when the window is in background by default. // This setting is configurable with SetRunnableInBackground. // // The given scale is ignored on fullscreen mode. // // Run returns error when 1) OpenGL error happens, or 2) f returns error. // In the case of 2), Run returns the same error. // // The size unit is device-independent pixel. // // Don't call Run twice or more in one process. func Run(f func(*Image) error, width, height int, scale float64, title string) error { ch := make(chan error) go func() { defer close(ch) g := newGraphicsContext(f) theGraphicsContext.Store(g) if err := run(width, height, scale, title, g); err != nil { ch <- err return } }() // TODO: Use context in Go 1.7? if err := ui.RunMainThreadLoop(ch); err != nil { return err } return nil } // RunWithoutMainLoop runs the game, but don't call the loop on the main (UI) thread. // Different from Run, this function returns immediately. // // Typically, Ebiten users don't have to call this directly. // Instead, functions in github.com/hajimehoshi/ebiten/mobile module call this. func RunWithoutMainLoop(f func(*Image) error, width, height int, scale float64, title string) <-chan error { ch := make(chan error) go func() { defer close(ch) g := newGraphicsContext(f) theGraphicsContext.Store(g) if err := run(width, height, scale, title, g); err != nil { ch <- err return } }() return ch } // SetScreenSize changes the (logical) size of the screen. // This doesn't affect the current scale of the screen. // // Unit is device-independent pixel. // // This function is concurrent-safe. func SetScreenSize(width, height int) { if width <= 0 || height <= 0 { panic("ebiten: width and height must be positive") } ui.SetScreenSize(width, height) } // SetScreenScale changes the scale of the screen. // // This function is concurrent-safe. func SetScreenScale(scale float64) { if scale <= 0 { panic("ebiten: scale must be positive") } ui.SetScreenScale(scale) } // ScreenScale returns the current screen scale. // // If Run is not called, this returns 0. // // This function is concurrent-safe. func ScreenScale() float64 { return ui.ScreenScale() } // IsCursorVisible returns a boolean value indicating whether // the cursor is visible or not. // // IsCursorVisible always returns false on mobiles. // // This function is concurrent-safe. func IsCursorVisible() bool { return ui.IsCursorVisible() } // SetCursorVisibility changes the state of cursor visiblity. // // SetCursorVisibility does nothing on mobiles. // // This function is concurrent-safe. func SetCursorVisibility(visible bool) { ui.SetCursorVisibility(visible) } // IsFullscreen returns a boolean value indicating whether // the current mode is fullscreen or not. // // IsFullscreen always returns false on mobiles. // // This function is concurrent-safe. func IsFullscreen() bool { return ui.IsFullscreen() } // SetFullscreen changes the current mode to fullscreen or not. // // On fullscreen mode, the game screen is automatically enlarged // to fit with the monitor. The current scale value is ignored. // // On desktops, Ebiten uses 'windowed' fullscreen mode, which doesn't change // your monitor's resolution. // // On browsers, the game screen is resized to fit with the body element (client) size. // Additionally, the game screen is automatically resized when the body element is resized. // // SetFullscreen does nothing on mobiles. // // This function is concurrent-safe. func SetFullscreen(fullscreen bool) { ui.SetFullscreen(fullscreen) } // IsRunnableInBackground returns a boolean value indicating whether the game runs even in background. // // This function is concurrent-safe. func IsRunnableInBackground() bool { return ui.IsRunnableInBackground() } // SetRunnableInBackground sets the state if the game runs even in background. // // If the given value is true, the game runs in background e.g. when losing focus. // The initial state is false. // // 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. // // SetRunnableInBackground does nothing on mobiles so far. // // This function is concurrent-safe. func SetRunnableInBackground(runnableInBackground bool) { ui.SetRunnableInBackground(runnableInBackground) } // SetWindowIcon sets the icon of the game window. // // If len(iconImages) is 0, SetWindowIcon reverts the icon to the default one. // // For desktops, see the document of glfwSetWindowIcon of GLFW 3.2: // // This function sets the icon of the specified window. // If passed an array of candidate images, those of or closest to the sizes // desired by the system are selected. // If no images are specified, the window reverts to its default icon. // // The desired image sizes varies depending on platform and system settings. // The selected images will be rescaled as needed. // Good sizes include 16x16, 32x32 and 48x48. // // As macOS windows don't have icons, SetWindowIcon doesn't work on macOS. // // SetWindowIcon doesn't work on browsers or mobiles. // // This function is concurrent-safe. func SetWindowIcon(iconImages []image.Image) { ui.SetWindowIcon(iconImages) }