// 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 ( "github.com/hajimehoshi/ebiten/internal/opengl" "github.com/hajimehoshi/ebiten/internal/ui" "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 { ui, err := ui.New(width, height, scale, title) if err != nil { return err } defer ui.Terminate() var graphicsContext *graphicsContext ui.Use(func(c *opengl.Context) { graphicsContext, err = newGraphicsContext(c, width, height, ui.ActualScale()) }) if err != nil { return err } 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 } ui.Use(func(*opengl.Context) { err = graphicsContext.preUpdate() }) if err != nil { return err } if err := f(&Image{ui: ui, inner: graphicsContext.screen}); err != nil { return err } ui.Use(func(*opengl.Context) { err = graphicsContext.postUpdate() if err != nil { return } ui.SwapBuffers() }) if err != nil { return err } <-ch } }