// 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 ( "image" "sync/atomic" "github.com/hajimehoshi/ebiten/internal/clock" "github.com/hajimehoshi/ebiten/internal/ui" "github.com/hajimehoshi/ebiten/internal/web" ) var _ = __EBITEN_REQUIRES_GO_VERSION_1_11_OR_LATER__ // TPS represents a default ticks per second, that represents how many times game updating happens in a second. const DefaultTPS = 60 // FPS is deprecated as of 1.8.0-alpha: 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) currentMaxTPS = int32(DefaultTPS) isRunning = int32(0) ) func setDrawingSkipped(skipped bool) { v := int32(0) if skipped { v = 1 } atomic.StoreInt32(&isDrawingSkipped, v) } // 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 concurrent-safe. func IsDrawingSkipped() bool { return atomic.LoadInt32(&isDrawingSkipped) != 0 } // IsRunningSlowly is deprecated as of 1.8.0-alpha. // Use IsDrawingSkipped instead. func IsRunningSlowly() bool { return IsDrawingSkipped() } var theGraphicsContext atomic.Value func run(width, height int, scale float64, title string, g *graphicsContext, mainloop bool) error { atomic.StoreInt32(&isRunning, 1) // On GopherJS, run returns immediately. if !web.IsGopherJS() { defer atomic.StoreInt32(&isRunning, 0) } if err := ui.Run(width, height, scale, title, g, mainloop, graphicsDriver()); err != nil { if err == ui.RegularTermination { return nil } return err } return nil } // 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. // The screen size is based on the given values (width and height). // // A window size is based on the given values (width, height and scale). // scale is used to enlarge the screen. // 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. // // 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 SetRunnableInBackground. // // 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 { f = (&imageDumper{f: f}).update ch := make(chan error) go func() { defer close(ch) g := newGraphicsContext(f) theGraphicsContext.Store(g) if err := run(width, height, scale, title, g, true); err != nil { ch <- err return } }() // TODO: Use context in Go 1.7? if err := ui.Loop(ch); err != nil { return err } return nil } // RunWithoutMainLoop runs the game, but don't call the loop on the main (UI) thread. // Different from Run, RunWithoutMainLoop returns immediately. // // Ebiten users should NOT call RunWithoutMainLoop. // Instead, functions in github.com/hajimehoshi/ebiten/mobile package calls this. func RunWithoutMainLoop(f func(*Image) error, width, height int, scale float64, title string) <-chan error { f = (&imageDumper{f: f}).update ch := make(chan error) go func() { defer close(ch) g := newGraphicsContext(f) theGraphicsContext.Store(g) if err := run(width, height, scale, title, g, false); err != nil { ch <- err return } }() return ch } // 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. // // If you use this for screen size with SetFullscreen(true), you can get the fullscreen mode // which size is well adjusted with the monitor. // // w, h := ScreenSizeInFullscreen() // ebiten.SetFullscreen(true) // ebiten.Run(update, w, h, 1, "title") // // Furthermore, you can use them with DeviceScaleFactor(), you can get the finest // fullscreen mode. // // s := ebiten.DeviceScaleFactor() // w, h := ScreenSizeInFullscreen() // ebiten.SetFullscreen(true) // ebiten.Run(update, int(float64(w) * s), int(float64(h) * s), 1/s, "title") // // For actual example, see examples/fullscreen // // ScreenSizeInFullscreen must be called on the main thread before ebiten.Run, and is concurrent-safe after ebiten.Run. func ScreenSizeInFullscreen() (int, int) { return ui.ScreenSizeInFullscreen() } // MonitorSize is deprecated as of 1.8.0-alpha. Use ScreenSizeInFullscreen instead. func MonitorSize() (int, int) { return ScreenSizeInFullscreen() } // SetScreenSize changes the (logical) size of the screen. // This doesn't affect the current scale of the screen. // // Unit is device-independent pixel. // // SetScreenSize is concurrent-safe. func SetScreenSize(width, height int) { if width <= 0 || height <= 0 { panic("ebiten: width and height must be positive") } ui.SetScreenSize(width, height) } // SetScreenScale changes the scale of the screen. // // 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. // // SetScreenScale is concurrent-safe. func SetScreenScale(scale float64) { if scale <= 0 { panic("ebiten: scale must be positive") } ui.SetScreenScale(scale) } // ScreenScale returns the current screen scale. // // If Run is not called, this returns 0. // // ScreenScale is concurrent-safe. func ScreenScale() float64 { return ui.ScreenScale() } // IsCursorVisible returns a boolean value indicating whether // the cursor is visible or not. // // IsCursorVisible always returns false on mobiles. // // IsCursorVisible is concurrent-safe. func IsCursorVisible() bool { return ui.IsCursorVisible() } // SetCursorVisible changes the state of cursor visiblity. // // SetCursorVisible does nothing on mobiles. // // SetCursorVisible is concurrent-safe. func SetCursorVisible(visible bool) { ui.SetCursorVisible(visible) } // SetCursorVisibility is deprecated as of 1.6.0-alpha. Use SetCursorVisible instead. func SetCursorVisibility(visible bool) { SetCursorVisible(visible) } // IsFullscreen returns a boolean value indicating whether // the current mode is fullscreen or not. // // IsFullscreen always returns false on mobiles. // // IsFullscreen is concurrent-safe. func IsFullscreen() bool { return ui.IsFullscreen() } // SetFullscreen changes the current mode to fullscreen or not. // // 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. // // On browsers, the game screen is resized to fit with the body element (client) size. // Additionally, the game screen is automatically resized when the body element is resized. // Note that this has nothing to do with 'screen' which is outside of 'window'. // It is recommended to put Ebiten game in an iframe, and if you want to make the game 'fullscreen' // on browsers with Fullscreen API, you can do this by applying the API to the iframe. // // SetFullscreen does nothing on mobiles. // // SetFullscreen is concurrent-safe. func SetFullscreen(fullscreen bool) { ui.SetFullscreen(fullscreen) } // IsRunnableInBackground returns a boolean value indicating whether // the game runs even in background. // // IsRunnableInBackground is concurrent-safe. func IsRunnableInBackground() bool { return ui.IsRunnableInBackground() } // SetWindowDecorated sets the state if the window is decorated. // // The window is decorated by default. // // SetWindowDecorated works only on desktops. // SetWindowDecorated does nothing on other platforms. // // SetWindowDecorated panics if SetWindowDecorated is called after Run. // // SetWindowDecorated is concurrent-safe. func SetWindowDecorated(decorated bool) { ui.SetWindowDecorated(decorated) } // IsWindowDecorated reports whether the window is decorated. // // IsWindowDecorated is concurrent-safe. func IsWindowDecorated() bool { return ui.IsWindowDecorated() } // setWindowResizable is unexported until specification is determined (#320) // // setWindowResizable sets the state if the window is resizable. // // The window is not resizable by default. // // When the window is resizable, the image size given via the update function can be changed by resizing. // // setWindowResizable works only on desktops. // setWindowResizable does nothing on other platforms. // // setWindowResizable panics if setWindowResizable is called after Run. // // setWindowResizable is concurrent-safe. func setWindowResizable(resizable bool) { ui.SetWindowResizable(resizable) } // IsWindowResizable reports whether the window is resizable. // // IsWindowResizable is concurrent-safe. func IsWindowResizable() bool { return ui.IsWindowResizable() } // SetRunnableInBackground 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. // // SetRunnableInBackground does nothing on mobiles so far. // // SetRunnableInBackground is concurrent-safe. func SetRunnableInBackground(runnableInBackground bool) { ui.SetRunnableInBackground(runnableInBackground) } // SetWindowTitle sets the title of the window. // // SetWindowTitle does nothing on mobiles. // // SetWindowTitle is concurrent-safe. func SetWindowTitle(title string) { ui.SetWindowTitle(title) } // SetWindowIcon sets the icon of the game window. // // If len(iconImages) is 0, SetWindowIcon reverts the icon to the default one. // // For desktops, see the document of glfwSetWindowIcon of GLFW 3.2: // // This function sets the icon of the specified window. // If passed an array of candidate images, those of or closest to the sizes // desired by the system are selected. // If no images are specified, the window reverts to its default icon. // // The desired image sizes varies depending on platform and system settings. // The selected images will be rescaled as needed. // Good sizes include 16x16, 32x32 and 48x48. // // As macOS windows don't have icons, SetWindowIcon doesn't work on macOS. // // SetWindowIcon doesn't work on browsers or mobiles. // // SetWindowIcon is concurrent-safe. func SetWindowIcon(iconImages []image.Image) { ui.SetWindowIcon(iconImages) } // 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 ebiten.Run, and is concurrent-safe after ebiten.Run. func DeviceScaleFactor() float64 { return ui.DeviceScaleFactor() } // IsVsyncEnabled returns a boolean value indicating whether // the game uses the display's vsync. // // IsVsyncEnabled is concurrent-safe. func IsVsyncEnabled() bool { return ui.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) { ui.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)) }