// 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 ( "sync/atomic" "github.com/hajimehoshi/ebiten/internal/clock" "github.com/hajimehoshi/ebiten/internal/driver" ) // Game defines necessary functions for a game. type Game interface { // Update updates a game by one tick. The given argument represents a screen image. // // Basically Update updates the game logic. Whether Update also draws the screen or not depends on the // existence of Draw implementation. // // The Draw function's definition is: // // Draw(screen *Image) // // With Draw (the recommended way), Update updates only the game logic and Draw draws the screen. // In this case, the argument screen's updated content by Update is not adopted for the actual game screen, // and the screen's updated content by Draw is adopted instead. // In the first frame, it is ensured that Update is called at least once before Draw. You can use Update // to initialize the game state. After the first frame, Update might not be called or might be called once // or more for one frame. The frequency is determined by the current TPS (tick-per-second). // // Without Draw (the legacy way), Update updates the game logic and also draws the screen. // In this case, the argument screen's updated content by Update is adopted for the actual game screen. Update(screen *Image) error // Draw draws the game screen by one frame. // // The give argument represents a screen image. The updated content is adopted as the game screen. // // Draw is an optional function for backward compatibility. // // Draw(screen *Image) // Layout accepts a native outside size in device-independent pixels and returns the game's logical screen // size. // // On desktops, the outside is a window or a monitor (fullscreen mode). On browsers, the outside is a body // element. On mobiles, the outside is the view's size. // // Even though the outside size and the screen size differ, the rendering scale is automatically adjusted to // fit with the outside. // // Layout is called almost every frame. // // If Layout returns non-positive numbers, the caller can panic. // // You can return a fixed screen size if you don't care, or you can also return a calculated screen size // adjusted with the given outside size. Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int) } // TPS represents a default ticks per second, that represents how many times game updating happens in a second. const DefaultTPS = 60 // FPS represents the default TPS (tick per second). This is for backward compatibility. // // Deprecated: (as of 1.8.0) Use DefaultTPS instead. const FPS = DefaultTPS // CurrentFPS returns the current number of FPS (frames per second), that represents // how many swapping buffer happens per second. // // On some environments, CurrentFPS doesn't return a reliable value since vsync doesn't work well there. // If you want to measure the application's speed, Use CurrentTPS. // // CurrentFPS is concurrent-safe. func CurrentFPS() float64 { return clock.CurrentFPS() } var ( isDrawingSkipped = int32(0) isClearingScreenSkipped = int32(0) currentMaxTPS = int32(DefaultTPS) ) func setDrawingSkipped(skipped bool) { v := int32(0) if skipped { v = 1 } atomic.StoreInt32(&isDrawingSkipped, v) } // SetClearingScreenSkipped enables or disables the clearing of the screen at the beginning of each frame. // The default value is false and the screen is cleared each frame by default. // // SetClearingScreenSkipped is concurrent-safe. func SetClearingScreenSkipped(skipped bool) { v := int32(0) if skipped { v = 1 } atomic.StoreInt32(&isClearingScreenSkipped, v) theUIContext.setClearingScreenSkipped(skipped) } // IsClearingScreenSkipped returns true if the frame isn't cleared at the beginning. // // IsClearingScreenSkipped is concurrent-safe. func IsClearingScreenSkipped() bool { return atomic.LoadInt32(&isClearingScreenSkipped) != 0 } // IsDrawingSkipped returns true if rendering result is not adopted. // It is recommended to skip drawing images or screen // when IsDrawingSkipped is true. // // The typical code with IsDrawingSkipped is this: // // func update(screen *ebiten.Image) error { // // // Update the state. // // // When IsDrawingSkipped is true, the rendered result is not adopted. // // Skip rendering then. // if ebiten.IsDrawingSkipped() { // return nil // } // // // Draw something to the screen. // // return nil // } // // IsDrawingSkipped is useful if you use Run function or RunGame function without implementing Game's Draw. // Otherwise, i.e., if you use RunGame function with implementing Game's Draw, IsDrawingSkipped should not be used. // If you use RunGame and Draw, IsDrawingSkipped always returns true. // // IsDrawingSkipped is concurrent-safe. func IsDrawingSkipped() bool { return atomic.LoadInt32(&isDrawingSkipped) != 0 } // IsRunningSlowly is an old name for IsDrawingSkipped. // // Deprecated: (as of 1.8.0) Use Game's Draw function instead. func IsRunningSlowly() bool { return IsDrawingSkipped() } // Run starts the main loop and runs the game. // // Deprecated: (as of 1.12.0) Use RunGame instead. // // 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). // // Run is a shorthand for RunGame, but there are some restrictions. // If you want to resize the window by dragging, use RunGame instead. // // A window size is based on the given values (width, height and scale). // // scale is used to enlarge the screen on desktops. // scale is ignored on browsers or mobiles. // Note that the actual screen is multiplied not only by the given scale but also // by the device scale on high-DPI display. // If you pass inverse of the device scale, // you can disable this automatical device scaling as a result. // You can get the device scale by DeviceScaleFactor function. // // On browsers, the scale is automatically adjusted. // It is strongly recommended to use iframe if you embed an Ebiten application in your website. // scale works as this as of 1.10.0-alpha. // Before that, scale affected the rendering scale. // // On mobiles, if you use ebitenmobile command, the scale is automatically adjusted. // // Run must be called on the main thread. // Note that Ebiten bounds the main goroutine to the main OS thread by runtime.LockOSThread. // // Ebiten tries to call f 60 times a second by default. In other words, // TPS (ticks per second) is 60 by default. // This is not related to framerate (display's refresh rate). // // f is not called when the window is in background by default. // This setting is configurable with SetRunnableOnUnfocused. // // The given scale is ignored on fullscreen mode or gomobile-build mode. // // On non-GopherJS environments, Run returns error when 1) OpenGL error happens, 2) audio error happens or // 3) f returns error. In the case of 3), Run returns the same error. // // On GopherJS, Run returns immediately. // It is because the 'main' goroutine cannot be blocked on GopherJS due to the bug (gopherjs/gopherjs#826). // When an error happens, this is shown as an error on the console. // // 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 { if IsWindowResizable() { panic("ebiten: a resizable window works with RunGame, not Run") } game := &defaultGame{ update: (&imageDumper{f: f}).update, width: width, height: height, } ww, wh := int(float64(width)*scale), int(float64(height)*scale) fixWindowPosition(ww, wh) SetWindowSize(ww, wh) SetWindowTitle(title) return runGame(game, scale) } type imageDumperGame struct { game Game d *imageDumper } func (i *imageDumperGame) Update(screen *Image) error { if i.d == nil { i.d = &imageDumper{f: i.game.Update} } return i.d.update(screen) } func (i *imageDumperGame) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int) { return i.game.Layout(outsideWidth, outsideHeight) } type imageDumperGameWithDraw struct { imageDumperGame err error } func (i *imageDumperGameWithDraw) Update(screen *Image) error { if i.err != nil { return i.err } return i.imageDumperGame.Update(screen) } func (i *imageDumperGameWithDraw) Draw(screen *Image) { if i.err != nil { return } i.game.(interface{ Draw(*Image) }).Draw(screen) // Call dump explicitly. IsDrawingSkipped always returns true when Draw is defined. if i.d == nil { i.d = &imageDumper{f: i.game.Update} } i.err = i.d.dump(screen) } // RunGame starts the main loop and runs the game. // game's Update function is called every tick to update the game logic. // game's Draw function is, if it exists, called every frame to draw the screen. // game's Layout function is called when necessary, and you can specify the logical screen size by the function. // // game must implement Game interface. // Game's Draw function is optional, but it is recommended to implement Draw to seperate updating the logic and // rendering. // // RunGame is a more flexibile form of Run due to game's Layout function. // You can make a resizable window if you use RunGame, while you cannot if you use Run. // RunGame is more sophisticated way than Run and hides the notion of 'scale'. // // While Run specifies the window size, RunGame does not. // You need to call SetWindowSize before RunGame if you want. // Otherwise, a default window size is adopted. // // Some functions (ScreenScale, SetScreenScale, SetScreenSize) are not available with RunGame. // // On browsers, it is strongly recommended to use iframe if you embed an Ebiten application in your website. // // RunGame must be called on the main thread. // Note that Ebiten bounds the main goroutine to the main OS thread by runtime.LockOSThread. // // Ebiten tries to call game's Update function 60 times a second by default. In other words, // TPS (ticks per second) is 60 by default. // This is not related to framerate (display's refresh rate). // // game's Update is not called when the window is in background by default. // This setting is configurable with SetRunnableOnUnfocused. // // On non-GopherJS environments, RunGame returns error when 1) OpenGL error happens, 2) audio error happens or // 3) f returns error. In the case of 3), RunGame returns the same error. // // On GopherJS, RunGame returns immediately. // It is because the 'main' goroutine cannot be blocked on GopherJS due to the bug (gopherjs/gopherjs#826). // When an error happens, this is shown as an error on the console. // // The size unit is device-independent pixel. // // Don't call RunGame twice or more in one process. func RunGame(game Game) error { fixWindowPosition(WindowSize()) if _, ok := game.(interface{ Draw(*Image) }); ok { return runGame(&imageDumperGameWithDraw{ imageDumperGame: imageDumperGame{game: game}, }, 0) } return runGame(&imageDumperGame{game: game}, 0) } func runGame(game Game, scale float64) error { theUIContext.set(game, scale) if err := uiDriver().Run(theUIContext); err != nil { if err == driver.RegularTermination { return nil } return err } return nil } // RunGameWithoutMainLoop runs the game, but don't call the loop on the main (UI) thread. // Different from Run, RunGameWithoutMainLoop returns immediately. // // Ebiten users should NOT call RunGameWithoutMainLoop. // Instead, functions in github.com/hajimehoshi/ebiten/mobile package calls this. func RunGameWithoutMainLoop(game Game) { fixWindowPosition(WindowSize()) if _, ok := game.(interface{ Draw(*Image) }); ok { game = &imageDumperGameWithDraw{ imageDumperGame: imageDumperGame{game: game}, } } else { game = &imageDumperGame{game: game} } theUIContext.set(game, 0) uiDriver().RunWithoutMainLoop(theUIContext) } // ScreenSizeInFullscreen returns the size in device-independent pixels when the game is fullscreen. // The adopted monitor is the 'current' monitor which the window belongs to. // The returned value can be given to Run or SetSize function if the perfectly fit fullscreen is needed. // // On browsers, ScreenSizeInFullscreen returns the 'window' (global object) size, not 'screen' size since an Ebiten // game should not know the outside of the window object. For more details, see SetFullscreen API comment. // // On mobiles, ScreenSizeInFullscreen returns (0, 0) so far. // // ScreenSizeInFullscreen's use cases are limited. If you are making a fullscreen application, you can use RunGame and // the Game interface's Layout function instead. If you are making a not-fullscreen application but the application's // behavior depends on the monitor size, ScreenSizeInFullscreen is useful. // // ScreenSizeInFullscreen must be called on the main thread before ebiten.Run, and is concurrent-safe after // ebiten.Run. func ScreenSizeInFullscreen() (int, int) { return uiDriver().ScreenSizeInFullscreen() } // MonitorSize is an old name for ScreenSizeInFullscreen // // Deprecated: (as of 1.8.0) Use ScreenSizeInFullscreen instead. func MonitorSize() (int, int) { return ScreenSizeInFullscreen() } // SetScreenSize sets the game screen size and resizes the window. // // Deprecated: (as of 1.11.0) Use SetWindowSize and RunGame (Game's Layout) instead. func SetScreenSize(width, height int) { if width <= 0 || height <= 0 { panic("ebiten: width and height must be positive") } theUIContext.setScreenSize(width, height) } // SetScreenScale sets the game screen scale and resizes the window. // // Deprecated: (as of 1.11.0-alpha). Use SetWindowSize instead. func SetScreenScale(scale float64) { if scale <= 0 { panic("ebiten: scale must be positive") } theUIContext.setScaleForWindow(scale) } // ScreenScale returns the game screen scale. // // Deprecated: (as of 1.11.0-alpha) Use WindowSize instead. func ScreenScale() float64 { return theUIContext.getScaleForWindow() } // CursorMode returns the current cursor mode. // // On browsers, only CursorModeVisible and CursorModeHidden are supported. // // CursorMode returns CursorModeHidden on mobiles. // // CursorMode is concurrent-safe. func CursorMode() CursorModeType { return CursorModeType(uiDriver().CursorMode()) } // SetCursorMode sets the render and capture mode of the mouse cursor. // CursorModeVisible sets the cursor to always be visible. // CursorModeHidden hides the system cursor when over the window. // CursorModeCaptured hides the system cursor and locks it to the window. // // On browsers, only CursorModeVisible and CursorModeHidden are supported. // // SetCursorMode does nothing on mobiles. // // SetCursorMode is concurrent-safe. func SetCursorMode(mode CursorModeType) { uiDriver().SetCursorMode(driver.CursorMode(mode)) } // IsCursorVisible reports whether the cursor is visible or not. // // Deprecated: (as of 1.11.0-alpha) Use CursorMode instead. func IsCursorVisible() bool { return CursorMode() == CursorModeVisible } // SetCursorVisible sets the cursor visibility. // // Deprecated: (as of 1.11.0-alpha) Use SetCursorMode instead. func SetCursorVisible(visible bool) { if visible { SetCursorMode(CursorModeVisible) } else { SetCursorMode(CursorModeHidden) } } // SetCursorVisibility sets the cursor visibility. // // Deprecated: (as of 1.6.0-alpha) Use SetCursorMode instead. func SetCursorVisibility(visible bool) { SetCursorVisible(visible) } // IsFullscreen reports whether the current mode is fullscreen or not. // // IsFullscreen always returns false on browsers. // IsFullscreen works as this as of 1.10.0-alpha. // Before that, IsFullscreen reported whether the current mode is fullscreen or not. // // IsFullscreen always returns false on mobiles. // // IsFullscreen is concurrent-safe. func IsFullscreen() bool { return uiDriver().IsFullscreen() } // SetFullscreen changes the current mode to fullscreen or not on desktops. // // 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. // // SetFullscreen does nothing on browsers. // SetFullscreen works as this as of 1.10.0-alpha. // Before that, SetFullscreen affected the fullscreen mode. // // SetFullscreen does nothing on mobiles. // // SetFullscreen is concurrent-safe. func SetFullscreen(fullscreen bool) { uiDriver().SetFullscreen(fullscreen) } // IsFocused returns a boolean value indicating whether // the game is in focus or in the foreground. // // IsFocused will only return true if IsRunnableOnUnfocused is false. // // IsFocused is concurrent-safe. func IsFocused() bool { return uiDriver().IsFocused() } // IsRunnableOnUnfocused returns a boolean value indicating whether // the game runs even in background. // // IsRunnableOnUnfocused is concurrent-safe. func IsRunnableOnUnfocused() bool { return uiDriver().IsRunnableOnUnfocused() } // IsRunnableInBackground is an old name for IsRunnableOnUnfocused. // // Deprecated: (as of 1.11.0) Use IsRunnableOnUnfocused instead. func IsRunnableInBackground() bool { return IsRunnableOnUnfocused() } // SetRunnableOnUnfocused 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. // // SetRunnableOnUnfocused does nothing on mobiles so far. // // SetRunnableOnUnfocused is concurrent-safe. func SetRunnableOnUnfocused(runnableOnUnfocused bool) { uiDriver().SetRunnableOnUnfocused(runnableOnUnfocused) } // SetRunnableInBackground is an old name for SetRunnableOnUnfocused. // // Deprecated: (as of 1.11.0-alpha) Use SetRunnableOnUnfocused instead. func SetRunnableInBackground(runnableInBackground bool) { SetRunnableOnUnfocused(runnableInBackground) } // DeviceScaleFactor returns a device scale factor value of the current monitor which the window belongs to. // // DeviceScaleFactor returns a meaningful value on high-DPI display environment, // otherwise DeviceScaleFactor returns 1. // // DeviceScaleFactor might panic on init function on some devices like Android. // Then, it is not recommended to call DeviceScaleFactor from init functions. // // DeviceScaleFactor must be called on the main thread before the main loop, and is concurrent-safe after the main loop. func DeviceScaleFactor() float64 { return uiDriver().DeviceScaleFactor() } // IsVsyncEnabled returns a boolean value indicating whether // the game uses the display's vsync. // // IsVsyncEnabled is concurrent-safe. func IsVsyncEnabled() bool { return uiDriver().IsVsyncEnabled() } // SetVsyncEnabled sets a boolean value indicating whether // the game uses the display's vsync. // // If the given value is true, the game tries to sync the display's refresh rate. // If false, the game ignores the display's refresh rate. // The initial value is true. // By disabling vsync, the game works more efficiently but consumes more CPU. // // Note that the state doesn't affect TPS (ticks per second, i.e. how many the run function is // updated per second). // // SetVsyncEnabled does nothing on mobiles so far. // // SetVsyncEnabled is concurrent-safe. func SetVsyncEnabled(enabled bool) { uiDriver().SetVsyncEnabled(enabled) } // MaxTPS returns the current maximum TPS. // // MaxTPS is concurrent-safe. func MaxTPS() int { return int(atomic.LoadInt32(¤tMaxTPS)) } // CurrentTPS returns the current TPS (ticks per second), // that represents how many update function is called in a second. // // CurrentTPS is concurrent-safe. func CurrentTPS() float64 { return clock.CurrentTPS() } // UncappedTPS is a special TPS value that means the game doesn't have limitation on TPS. const UncappedTPS = clock.UncappedTPS // SetMaxTPS sets the maximum TPS (ticks per second), // that represents how many updating function is called per second. // The initial value is 60. // // If tps is UncappedTPS, TPS is uncapped and the game is updated per frame. // If tps is negative but not UncappedTPS, SetMaxTPS panics. // // SetMaxTPS is concurrent-safe. func SetMaxTPS(tps int) { if tps < 0 && tps != UncappedTPS { panic("ebiten: tps must be >= 0 or UncappedTPS") } atomic.StoreInt32(¤tMaxTPS, int32(tps)) } // IsScreenTransparent reports whether the window is transparent. // // IsScreenTransparent is concurrent-safe. func IsScreenTransparent() bool { return uiDriver().IsScreenTransparent() } // SetScreenTransparent sets the state if the window is transparent. // // SetScreenTransparent panics if SetScreenTransparent is called after the main loop. // // SetScreenTransparent does nothing on mobiles. // // SetScreenTransparent is concurrent-safe. func SetScreenTransparent(transparent bool) { uiDriver().SetScreenTransparent(transparent) }