// 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 ( "errors" "image" "image/color" "sync/atomic" "github.com/hajimehoshi/ebiten/v2/internal/clock" "github.com/hajimehoshi/ebiten/v2/internal/ui" ) // Game defines necessary functions for a game. type Game interface { // Update updates a game by one tick. The given argument represents a screen image. // // Update updates only the game logic and Draw draws the screen. // // You can assume that Update is always called TPS-times per second (60 by default), and you can assume // that the time delta between two Updates is always 1 / TPS [s] (1/60[s] by default). As Ebitengine already // adjusts the number of Update calls, you don't have to measure time deltas in Update by e.g. OS timers. // // An actual TPS is available by ActualTPS(), and the result might slightly differ from your expected TPS, // but still, your game logic should stick to the fixed time delta and should not rely on ActualTPS() value. // This API is for just measurement and/or debugging. In the long run, the number of Update calls should be // adjusted based on the set TPS on average. // // An actual time delta between two Updates might be bigger than expected. In this case, your game's // Update or Draw takes longer than they should. In this case, there is nothing other than optimizing // your game implementation. // // 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). // // If the error returned is nil, game execution proceeds normally. // If the error returned is Termination, game execution halts, but does not return an error from RunGame. // If the error returned is any other non-nil value, game execution halts and the error is returned from RunGame. Update() 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. // // The frequency of Draw calls depends on the user's environment, especially the monitors refresh rate. // For portability, you should not put your game logic in Draw in general. 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. // // It is ensured that Layout is invoked before Update is called in the first 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) } // FinalScreen represents the final screen image. // FinalScreen implements a part of Image functions. type FinalScreen interface { Bounds() image.Rectangle Size() (int, int) DrawImage(img *Image, options *DrawImageOptions) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, options *DrawTrianglesOptions) DrawRectShader(width, height int, shader *Shader, options *DrawRectShaderOptions) DrawTrianglesShader(vertices []Vertex, indices []uint16, shader *Shader, options *DrawTrianglesShaderOptions) Clear() Fill(clr color.Color) // private prevents other packages from implementing this interface. // A new function might be added to this interface in the future // even if the Ebitengine major version is not updated. private() } // FinalScreenDrawer is an interface for a custom function to render the final screen. // For an actual usage, see examples/flappy. type FinalScreenDrawer interface { // DrawFinalScreen draws the final screen. // If a game implementing FinalScreenDrawer is passed to RunGame, DrawFinalScreen is called after Draw. // screen is the final screen. offscreen is the offscreen modified at Draw. // // geoM is the default geometry matrix to render the offscreen onto the final screen. // geoM scales the offscreen to fit the final screen without changing the aspect ratio, and // translates the offscreen to put it on the center of the final screen. DrawFinalScreen(screen FinalScreen, offscreen *Image, geoM GeoM) } // DefaultTPS represents a default ticks per second, that represents how many times game updating happens in a second. const DefaultTPS = clock.DefaultTPS // ActualFPS returns the current number of FPS (frames per second), that represents // how many swapping buffer happens per second. // // On some environments, ActualFPS doesn't return a reliable value since vsync doesn't work well there. // If you want to measure the application's speed, Use ActualTPS. // // This value is for measurement and/or debug, and your game logic should not rely on this value. // // ActualFPS is concurrent-safe. func ActualFPS() float64 { return clock.ActualFPS() } // CurrentFPS returns the current number of FPS (frames per second), that represents // how many swapping buffer happens per second. // // Deprecated: as of v2.4. Use ActualFPS instead. func CurrentFPS() float64 { return ActualFPS() } var ( isRunGameEnded_ = int32(0) ) // SetScreenClearedEveryFrame enables or disables the clearing of the screen at the beginning of each frame. // The default value is true and the screen is cleared each frame by default. // // SetScreenClearedEveryFrame is concurrent-safe. func SetScreenClearedEveryFrame(cleared bool) { ui.SetScreenClearedEveryFrame(cleared) } // IsScreenClearedEveryFrame returns true if the frame isn't cleared at the beginning. // // IsScreenClearedEveryFrame is concurrent-safe. func IsScreenClearedEveryFrame() bool { return ui.IsScreenClearedEveryFrame() } // SetScreenFilterEnabled enables/disables the use of the "screen" filter Ebitengine uses. // // The "screen" filter is a box filter from game to display resolution. // // If disabled, nearest-neighbor filtering will be used for scaling instead. // // The default state is true. // // SetScreenFilterEnabled is concurrent-safe, but takes effect only at the next Draw call. // // Deprecated: as of v2.5. Use FinalScreenDrawer instead. func SetScreenFilterEnabled(enabled bool) { setScreenFilterEnabled(enabled) } // IsScreenFilterEnabled returns true if Ebitengine's "screen" filter is enabled. // // IsScreenFilterEnabled is concurrent-safe. // // Deprecated: as of v2.5. Use FinalScreenDrawer instead. func IsScreenFilterEnabled() bool { return isScreenFilterEnabled() } // Termination is a special error which indicates Game termination without error. var Termination = ui.RegularTermination // 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 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. // // If game implements FinalScreenDrawer, its DrawFinalScreen is called after Draw. // The argument screen represents the final screen. The argument offscreen is an offscreen modified at Draw. // If game does not implement FinalScreenDrawer, the dafault rendering for the final screen is used. // // game's functions are called on the same goroutine. // // On browsers, it is strongly recommended to use iframe if you embed an Ebitengine application in your website. // // RunGame must be called on the main thread. // Note that Ebitengine bounds the main goroutine to the main OS thread by runtime.LockOSThread. // // Ebitengine 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). // // RunGame returns error when 1) an error happens in the underlying graphics driver, 2) an audio error happens // or 3) Update returns an error. In the case of 3), RunGame returns the same error so far, but it is recommended to // use errors.Is when you check the returned error is the error you want, rather than comparing the values // with == or != directly. // // If you want to terminate a game on desktops, it is recommended to return Termination at Update, which will halt // execution without returning an error value from RunGame. // // The size unit is device-independent pixel. // // Don't call RunGame twice or more in one process. func RunGame(game Game) error { defer atomic.StoreInt32(&isRunGameEnded_, 1) initializeWindowPositionIfNeeded(WindowSize()) g := newGameForUI(game) if err := ui.Get().Run(g); err != nil { if errors.Is(err, Termination) { return nil } return err } return nil } func isRunGameEnded() bool { return atomic.LoadInt32(&isRunGameEnded_) != 0 } // 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 SetSize function if the perfectly fit fullscreen is needed. // // On browsers, ScreenSizeInFullscreen returns the 'window' (global object) size, not 'screen' size. // ScreenSizeInFullscreen's returning value is different from the actual screen size and this is a known issue (#2145). // For browsers, it is recommended to use Screen API (https://developer.mozilla.org/en-US/docs/Web/API/Screen) if needed. // // 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.RunGame, and is concurrent-safe after // ebiten.RunGame. func ScreenSizeInFullscreen() (int, int) { return ui.Get().ScreenSizeInFullscreen() } // CursorMode returns the current cursor mode. // // CursorMode returns CursorModeHidden on mobiles. // // CursorMode is concurrent-safe. func CursorMode() CursorModeType { return ui.Get().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. // // CursorModeCaptured also works on browsers. // When the user exits the captured mode not by SetCursorMode but by the UI (e.g., pressing ESC), // the previous cursor mode is set automatically. // // SetCursorMode does nothing on mobiles. // // SetCursorMode is concurrent-safe. func SetCursorMode(mode CursorModeType) { ui.Get().SetCursorMode(mode) } // CursorShape returns the current cursor shape. // // CursorShape returns CursorShapeDefault on mobiles. // // CursorShape is concurrent-safe. func CursorShape() CursorShapeType { return ui.Get().CursorShape() } // SetCursorShape sets the cursor shape. // // SetCursorShape is concurrent-safe. func SetCursorShape(shape CursorShapeType) { ui.Get().SetCursorShape(shape) } // IsFullscreen reports whether the current mode is fullscreen or not. // // IsFullscreen always returns false on mobiles. // // IsFullscreen is concurrent-safe. func IsFullscreen() bool { return ui.Get().IsFullscreen() } // SetFullscreen changes the current mode to fullscreen or not on desktops and browsers. // // In fullscreen mode, the game screen is automatically enlarged // to fit with the monitor. The current scale value is ignored. // // On desktops, Ebitengine uses 'windowed' fullscreen mode, which doesn't change // your monitor's resolution. // // On browsers, triggering fullscreen requires a user gesture otherwise SetFullscreen does nothing but leave an error message in console. // This behaviour varies across browser implementations, your mileage may vary. // // SetFullscreen does nothing on mobiles. // // SetFullscreen does nothing on macOS when the window is fullscreened natively by the macOS desktop // instead of SetFullscreen(true). // // SetFullscreen is concurrent-safe. func SetFullscreen(fullscreen bool) { ui.Get().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 ui.Get().IsFocused() } // IsRunnableOnUnfocused returns a boolean value indicating whether // the game runs even in background. // // IsRunnableOnUnfocused is concurrent-safe. func IsRunnableOnUnfocused() bool { return ui.Get().IsRunnableOnUnfocused() } // SetRunnableOnUnfocused sets the state if the game runs even in background. // // If the given value is true, the game runs even in background e.g. when losing focus. // The initial state is true. // // 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) { ui.Get().SetRunnableOnUnfocused(runnableOnUnfocused) } // 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. // // DeviceScaleFactor is concurrent-safe. // // BUG: DeviceScaleFactor value is not affected by SetWindowPosition before RunGame (#1575). func DeviceScaleFactor() float64 { return ui.Get().DeviceScaleFactor() } // IsVsyncEnabled returns a boolean value indicating whether // the game uses the display's vsync. func IsVsyncEnabled() bool { return ui.FPSMode() == ui.FPSModeVsyncOn } // SetVsyncEnabled sets a boolean value indicating whether // the game uses the display's vsync. func SetVsyncEnabled(enabled bool) { if enabled { ui.SetFPSMode(ui.FPSModeVsyncOn) } else { ui.SetFPSMode(ui.FPSModeVsyncOffMaximum) } } // FPSModeType is a type of FPS modes. // // Deprecated: as of v2.5. Use SetVsyncEnabled instead. type FPSModeType = ui.FPSModeType const ( // FPSModeVsyncOn indicates that the game tries to sync the display's refresh rate. // FPSModeVsyncOn is the default mode. // // Deprecated: as of v2.5. Use SetVsyncEnabled(true) instead. FPSModeVsyncOn FPSModeType = ui.FPSModeVsyncOn // FPSModeVsyncOffMaximum indicates that the game doesn't sync with vsync, and // the game is updated whenever possible. // // Be careful that FPSModeVsyncOffMaximum might consume a lot of battery power. // // In FPSModeVsyncOffMaximum, the game's Draw is called almost without sleeping. // The game's Update is called based on the specified TPS. // // Deprecated: as of v2.5. Use SetVsyncEnabled(false) instead. FPSModeVsyncOffMaximum FPSModeType = ui.FPSModeVsyncOffMaximum // FPSModeVsyncOffMinimum indicates that the game doesn't sync with vsync, and // the game is updated only when necessary. // // FPSModeVsyncOffMinimum is useful for relatively static applications to save battery power. // // In FPSModeVsyncOffMinimum, the game's Update and Draw are called only when // 1) new inputting except for gamepads is detected, or 2) ScheduleFrame is called. // In FPSModeVsyncOffMinimum, TPS is SyncWithFPS no matter what TPS is specified at SetTPS. // // Deprecated: as of v2.5. Use SetVsyncEnabled(false) and SetScreenClearedEveryFrame(false) instead. // See examples/skipdraw for GPU optimization with SetScreenClearedEveryFrame(false). FPSModeVsyncOffMinimum FPSModeType = ui.FPSModeVsyncOffMinimum ) // FPSMode returns the current FPS mode. // // FPSMode is concurrent-safe. // // Deprecated: as of v2.5. Use SetVsyncEnabled instead. func FPSMode() FPSModeType { return ui.FPSMode() } // SetFPSMode sets the FPS mode. // The default FPS mode is FPSModeVsyncOn. // // SetFPSMode is concurrent-safe. // // Deprecated: as of v2.5. Use SetVsyncEnabled instead. func SetFPSMode(mode FPSModeType) { ui.SetFPSMode(mode) } // ScheduleFrame schedules a next frame when the current FPS mode is FPSModeVsyncOffMinimum. // // ScheduleFrame is concurrent-safe. // // Deprecated: as of v2.5. Use SetScreenClearedEveryFrame(false) instead. // See examples/skipdraw for GPU optimization with SetScreenClearedEveryFrame(false). func ScheduleFrame() { ui.Get().ScheduleFrame() } // TPS returns the current maximum TPS. // // TPS is concurrent-safe. func TPS() int { return clock.TPS() } // MaxTPS returns the current maximum TPS. // // Deprecated: as of v2.4. Use TPS instead. func MaxTPS() int { return TPS() } // ActualTPS returns the current TPS (ticks per second), // that represents how many Update function is called in a second. // // This value is for measurement and/or debug, and your game logic should not rely on this value. // // ActualTPS is concurrent-safe. func ActualTPS() float64 { return clock.ActualTPS() } // CurrentTPS returns the current TPS (ticks per second), // that represents how many Update function is called in a second. // // Deprecated: as of v2.4. Use ActualTPS instead. func CurrentTPS() float64 { return ActualTPS() } // SyncWithFPS is a special TPS value that means TPS syncs with FPS. const SyncWithFPS = clock.SyncWithFPS // UncappedTPS is a special TPS value that means TPS syncs with FPS. // // Deprecated: as of v2.2. Use SyncWithFPS instead. const UncappedTPS = SyncWithFPS // SetTPS 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 SyncWithFPS, TPS is uncapped and the game is updated per frame. // If tps is negative but not SyncWithFPS, SetTPS panics. // // SetTPS is concurrent-safe. func SetTPS(tps int) { clock.SetTPS(tps) } // SetMaxTPS sets the maximum TPS (ticks per second), // that represents how many updating function is called per second. // // Deprecated: as of v2.4. Use SetTPS instead. func SetMaxTPS(tps int) { SetTPS(tps) } // IsScreenTransparent reports whether the window is transparent. // // IsScreenTransparent is concurrent-safe. func IsScreenTransparent() bool { return ui.Get().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) { ui.Get().SetScreenTransparent(transparent) } // SetInitFocused sets whether the application is focused on show. // The default value is true, i.e., the application is focused. // Note that the application does not proceed if this is not focused by default. // This behavior can be changed by SetRunnableOnUnfocused. // // SetInitFocused does nothing on mobile. // // SetInitFocused panics if this is called after the main loop. // // SetInitFocused is cuncurrent-safe. func SetInitFocused(focused bool) { ui.Get().SetInitFocused(focused) }