// 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 ( "time" ) // 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 { err := startUI(width, height, scale, title) if err != nil { return err } ui := currentUI defer ui.terminate() currentUI = ui defer func() { currentUI = nil }() for { // To avoid busy loop when the window is inactive, wait 1/120 [sec] at least. ch := time.After(1 * time.Second / 120) ui.doEvents() if ui.isClosed() { return nil } if err := ui.draw(f); err != nil { return err } <-ch } }