// 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" "github.com/hajimehoshi/ebiten/internal/ui" ) var runContext = &struct { running bool fps float64 newScreenWidth int newScreenHeight int newScreenScale int isRunningSlowly bool }{} // FPS represents how many times game updating happens in a second. const FPS = 60 // CurrentFPS returns the current number of frames per second of rendering. // // This value represents how many times rendering happens in 1/60 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 // as long as the screen is active. func CurrentFPS() float64 { return runContext.fps } // 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, when IsRunningSlowly is true. func IsRunningSlowly() bool { return runContext.isRunningSlowly } // 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. // 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 screen is not shown. func Run(f func(*Image) error, width, height, scale int, title string) error { runContext.running = true defer func() { runContext.running = false }() if err := ui.CurrentUI().Start(width, height, scale, title); err != nil { return err } defer ui.CurrentUI().Terminate() glContext.Check() graphicsContext, err := newGraphicsContext(width, height, ui.CurrentUI().ActualScreenScale()) if err != nil { return err } frames := 0 now := ui.Now() beforeForUpdate := now beforeForFPS := now for { // TODO: setSize should be called after swapping buffers? if 0 < runContext.newScreenWidth || 0 < runContext.newScreenHeight || 0 < runContext.newScreenScale { changed := false if 0 < runContext.newScreenWidth || 0 < runContext.newScreenHeight { c := ui.CurrentUI().SetScreenSize(runContext.newScreenWidth, runContext.newScreenHeight) changed = changed || c } if 0 < runContext.newScreenScale { c := ui.CurrentUI().SetScreenScale(runContext.newScreenScale) changed = changed || c } if changed { w, h := runContext.newScreenWidth, runContext.newScreenHeight if err := graphicsContext.setSize(w, h, ui.CurrentUI().ActualScreenScale()); err != nil { return err } } } runContext.newScreenWidth = 0 runContext.newScreenHeight = 0 runContext.newScreenScale = 0 if err := ui.CurrentUI().DoEvents(); err != nil { return err } if ui.CurrentUI().IsClosed() { return nil } now := ui.Now() // If beforeForUpdate is too old, we assume that screen is not shown. runContext.isRunningSlowly = false if int64(5*time.Second/FPS) < now-beforeForUpdate { beforeForUpdate = now } else { c := float64(now-beforeForUpdate) * FPS / float64(time.Second) runContext.isRunningSlowly = c >= 2.5 for i := 0; i < int(c); i++ { if err := ui.CurrentUI().DoEvents(); err != nil { return err } if ui.CurrentUI().IsClosed() { return nil } if err := graphicsContext.update(f); err != nil { return err } } beforeForUpdate += int64(c) * int64(time.Second/FPS) ui.CurrentUI().SwapBuffers() } // Calc the current FPS. now = ui.Now() frames++ if time.Second <= time.Duration(now-beforeForFPS) { runContext.fps = float64(frames) * float64(time.Second) / float64(now-beforeForFPS) beforeForFPS = now frames = 0 } } } // SetScreenSize changes the (logical) size of the screen. // This doesn't affect the current scale of the screen. func SetScreenSize(width, height int) { if !runContext.running { panic("SetScreenSize must be called during Run") } if width <= 0 || height <= 0 { panic("width and height must be positive") } runContext.newScreenWidth = width runContext.newScreenHeight = height } // SetScreenSize changes the scale of the screen. func SetScreenScale(scale int) { if !runContext.running { panic("SetScreenScale must be called during Run") } if scale <= 0 { panic("scale must be positive") } runContext.newScreenScale = scale } // ScreenScale returns the current screen scale. func ScreenScale() int { return ui.CurrentUI().ScreenScale() }