// 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 ( "sync/atomic" "github.com/hajimehoshi/ebiten/v2/internal/clock" "github.com/hajimehoshi/ebiten/v2/internal/driver" ) // 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. // // 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). 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. 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. // // 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) } // DefaultTPS represents a default ticks per second, that represents how many times game updating happens in a second. const DefaultTPS = 60 // 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 ( isScreenClearedEveryFrame = int32(1) currentMaxTPS = int32(DefaultTPS) ) // SetScreenClearedEveryFrame enables or disables the clearing of the screen at the beginning of each frame. // The default value is false and the screen is cleared each frame by default. // // SetScreenClearedEveryFrame is concurrent-safe. func SetScreenClearedEveryFrame(cleared bool) { v := int32(0) if cleared { v = 1 } atomic.StoreInt32(&isScreenClearedEveryFrame, v) theUIContext.setScreenClearedEveryFrame(cleared) } // IsScreenClearedEveryFrame returns true if the frame isn't cleared at the beginning. // // IsScreenClearedEveryFrame is concurrent-safe. func IsScreenClearedEveryFrame() bool { return atomic.LoadInt32(&isScreenClearedEveryFrame) != 0 } type imageDumperGame struct { game Game d *imageDumper err error } func (i *imageDumperGame) Update() error { if i.err != nil { return i.err } if i.d == nil { i.d = &imageDumper{g: i.game} } return i.d.update() } func (i *imageDumperGame) Draw(screen *Image) { if i.err != nil { return } i.game.Draw(screen) i.err = i.d.dump(screen) } func (i *imageDumperGame) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int) { return i.game.Layout(outsideWidth, outsideHeight) } // 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, if it exists, 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. // // game must implement Game interface. // Game's Draw function is optional, but it is recommended to implement Draw to seperate updating the logic and // rendering. // // RunGame is a more flexibile form of Run due to game's Layout function. // You can make a resizable window if you use RunGame, while you cannot if you use Run. // RunGame is more sophisticated way than Run and hides the notion of 'scale'. // // While Run specifies the window size, RunGame does not. // You need to call SetWindowSize before RunGame if you want. // Otherwise, a default window size is adopted. // // Some functions (ScreenScale, SetScreenScale, SetScreenSize) are not available with RunGame. // // On browsers, it is strongly recommended to use iframe if you embed an Ebiten application in your website. // // RunGame 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 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) OpenGL error happens, 2) audio error happens or // 3) f returns error. In the case of 3), RunGame returns the same error. // // The size unit is device-independent pixel. // // Don't call RunGame twice or more in one process. func RunGame(game Game) error { fixWindowPosition(WindowSize()) theUIContext.set(&imageDumperGame{ game: game, }) if err := uiDriver().Run(theUIContext); err != nil { if err == driver.RegularTermination { return nil } return err } return nil } // RunGameWithoutMainLoop runs the game, but don't call the loop on the main (UI) thread. // Different from Run, RunGameWithoutMainLoop returns immediately. // // Ebiten users should NOT call RunGameWithoutMainLoop. // Instead, functions in github.com/hajimehoshi/ebiten/v2/mobile package calls this. // // TODO: Remove this. In order to remove this, the uiContext should be in another package. func RunGameWithoutMainLoop(game Game) { fixWindowPosition(WindowSize()) theUIContext.set(&imageDumperGame{ game: game, }) uiDriver().RunWithoutMainLoop(theUIContext) } // 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. // // 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.Run, and is concurrent-safe after // ebiten.Run. func ScreenSizeInFullscreen() (int, int) { return uiDriver().ScreenSizeInFullscreen() } // CursorMode returns the current cursor mode. // // On browsers, only CursorModeVisible and CursorModeHidden are supported. // // CursorMode returns CursorModeHidden on mobiles. // // CursorMode is concurrent-safe. func CursorMode() CursorModeType { return CursorModeType(uiDriver().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. // // On browsers, only CursorModeVisible and CursorModeHidden are supported. // // SetCursorMode does nothing on mobiles. // // SetCursorMode is concurrent-safe. func SetCursorMode(mode CursorModeType) { uiDriver().SetCursorMode(driver.CursorMode(mode)) } // IsFullscreen reports whether the current mode is fullscreen or not. // // IsFullscreen always returns false on browsers or mobiles. // // IsFullscreen is concurrent-safe. func IsFullscreen() bool { return uiDriver().IsFullscreen() } // SetFullscreen changes the current mode to fullscreen or not on desktops. // // 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. // // SetFullscreen does nothing on browsers or mobiles. // // SetFullscreen is concurrent-safe. func SetFullscreen(fullscreen bool) { uiDriver().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 uiDriver().IsFocused() } // IsRunnableOnUnfocused returns a boolean value indicating whether // the game runs even in background. // // IsRunnableOnUnfocused is concurrent-safe. func IsRunnableOnUnfocused() bool { return uiDriver().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) { uiDriver().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. func DeviceScaleFactor() float64 { return uiDriver().DeviceScaleFactor() } // IsVsyncEnabled returns a boolean value indicating whether // the game uses the display's vsync. // // IsVsyncEnabled is concurrent-safe. func IsVsyncEnabled() bool { return uiDriver().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) { uiDriver().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)) } // IsScreenTransparent reports whether the window is transparent. // // IsScreenTransparent is concurrent-safe. func IsScreenTransparent() bool { return uiDriver().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) { uiDriver().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 SetRunnableInBackground. // // SetInitFocused does nothing on mobile. // // SetInitFocused panics if this is called after the main loop. // // SetInitFocused is cuncurrent-safe. func SetInitFocused(focused bool) { uiDriver().SetInitFocused(focused) }