// 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 }{} // CurrentFPS returns the current number of frames per second. func CurrentFPS() float64 { return runContext.fps } // 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 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 }() actualScale, err := ui.Start(width, height, scale, title) if err != nil { return err } defer ui.Terminate() glContext.Check() graphicsContext, err := newGraphicsContext(width, height, actualScale) if err != nil { return err } frames := 0 gameTime := ui.Now() before := ui.Now() for { // TODO: setSize should be called after swapping buffers? if 0 < runContext.newScreenWidth || 0 < runContext.newScreenHeight || 0 < runContext.newScreenScale { changed := false actualScale := 0 if 0 < runContext.newScreenWidth || 0 < runContext.newScreenHeight { c, a := ui.SetScreenSize(runContext.newScreenWidth, runContext.newScreenHeight) changed = changed || c actualScale = a } if 0 < runContext.newScreenScale { c, a := ui.SetScreenScale(runContext.newScreenScale) changed = changed || c // actualScale of SetScreenState is more reliable than one of SetScreenSize actualScale = a } if changed { w, h := runContext.newScreenWidth, runContext.newScreenHeight if err := graphicsContext.setSize(w, h, actualScale); err != nil { return err } } } runContext.newScreenWidth = 0 runContext.newScreenHeight = 0 runContext.newScreenScale = 0 if err := ui.DoEvents(); err != nil { return err } if ui.IsClosed() { return nil } now := ui.Now() // If gameTime is too old, we assume that screen is not shown. if int64(5*time.Second/60) < now-gameTime { gameTime = now } for gameTime < now { gameTime += int64(time.Second / 60) if err := graphicsContext.preUpdate(); err != nil { return err } if err := f(graphicsContext.screen); err != nil { return err } } if err := graphicsContext.postUpdate(); err != nil { return err } // Note that the current bound framebuffer must be the default one (0). ui.SwapBuffers() // Calc the current FPS. now = ui.Now() frames++ if time.Second <= time.Duration(now-before) { runContext.fps = float64(frames) * float64(time.Second) / float64(now-before) before = 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 }