// 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 ( "errors" "sync" "time" "github.com/hajimehoshi/ebiten/internal/ui" ) type runContext struct { running bool fps float64 newScreenWidth int newScreenHeight int newScreenScale int runningSlowly bool m sync.RWMutex } var currentRunContext runContext func (c *runContext) startRunning() { c.m.Lock() defer c.m.Unlock() c.running = true } func (c *runContext) isRunning() bool { c.m.Lock() defer c.m.Unlock() return c.running } func (c *runContext) endRunning() { c.m.Lock() defer c.m.Unlock() c.running = false } func (c *runContext) FPS() float64 { c.m.RLock() defer c.m.RUnlock() if !c.running { // TODO: Should panic here? return 0 } return c.fps } func (c *runContext) updateFPS(fps float64) { c.m.Lock() defer c.m.Unlock() c.fps = fps } func (c *runContext) IsRunningSlowly() bool { c.m.RLock() defer c.m.RUnlock() if !c.running { // TODO: Should panic here? return false } return c.runningSlowly } func (c *runContext) setRunningSlowly(isRunningSlowly bool) { c.m.Lock() defer c.m.Unlock() c.runningSlowly = isRunningSlowly } func (c *runContext) updateScreenSize(g *graphicsContext) error { c.m.Lock() defer c.m.Unlock() if c.newScreenWidth == 0 && c.newScreenHeight == 0 && c.newScreenScale == 0 { return nil } changed := false if 0 < c.newScreenWidth || 0 < c.newScreenHeight { c := ui.CurrentUI().SetScreenSize(c.newScreenWidth, c.newScreenHeight) changed = changed || c } if 0 < c.newScreenScale { c := ui.CurrentUI().SetScreenScale(c.newScreenScale) changed = changed || c } if changed { w, h := c.newScreenWidth, c.newScreenHeight if err := g.setSize(w, h, ui.CurrentUI().ActualScreenScale()); err != nil { return err } } c.newScreenWidth = 0 c.newScreenHeight = 0 c.newScreenScale = 0 return nil } func (c *runContext) SetScreenSize(width, height int) error { c.m.Lock() defer c.m.Unlock() if !c.running { return errors.New("ebiten: SetScreenSize must be called during Run") } if width <= 0 || height <= 0 { return errors.New("ebiten: width and height must be positive") } c.newScreenWidth = width c.newScreenHeight = height return nil } func (c *runContext) SetScreenScale(scale int) error { c.m.Lock() defer c.m.Unlock() if !c.running { return errors.New("ebiten: SetScreenScale must be called during Run") } if scale <= 0 { return errors.New("ebiten: scale must be positive") } c.newScreenScale = scale return nil } // 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 function is concurrent-safe. // // 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 currentRunContext.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. // // This function is concurrent-safe. func IsRunningSlowly() bool { return currentRunContext.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 { ch := make(chan error) go func() { ch <- run(f, width, height, scale, title) }() ui.Main() return <-ch } func run(f func(*Image) error, width, height, scale int, title string) error { currentRunContext.startRunning() defer currentRunContext.endRunning() if err := ui.CurrentUI().Start(width, height, scale, title); err != nil { return err } defer ui.CurrentUI().Terminate() graphicsContext, err := newGraphicsContext(width, height, ui.CurrentUI().ActualScreenScale()) if err != nil { return err } if err := theDelayedImageTasks.exec(); err != nil { return err } frames := 0 n := ui.Now() beforeForUpdate := n beforeForFPS := n for { // TODO: setSize should be called after swapping buffers? if err := currentRunContext.updateScreenSize(graphicsContext); err != nil { return err } 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. if int64(5*time.Second/FPS) < now-beforeForUpdate { currentRunContext.setRunningSlowly(false) beforeForUpdate = now } else { // Note that generally t is a little different from 1/60[sec]. t := now - beforeForUpdate currentRunContext.setRunningSlowly(t*FPS >= int64(time.Second*5/2)) tt := int(t * FPS / int64(time.Second)) // As t is not accurate 1/60[sec], errors are accumulated. // To make the FPS stable, set tt 1 if t is a little less than 1/60[sec]. if tt == 0 && (int64(time.Second)/FPS-int64(5*time.Millisecond)) < t { tt = 1 } for i := 0; i < tt; 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 } } ui.CurrentUI().SwapBuffers() beforeForUpdate += int64(tt) * int64(time.Second) / FPS frames++ } // Calc the current FPS. if time.Second <= time.Duration(now-beforeForFPS) { currentRunContext.updateFPS(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. // // This function is concurrent-safe. func SetScreenSize(width, height int) { if err := currentRunContext.SetScreenSize(width, height); err != nil { panic(err) } } // SetScreenScale changes the scale of the screen. // // This function is concurrent-safe. func SetScreenScale(scale int) { if err := currentRunContext.SetScreenScale(scale); err != nil { panic(err) } } // ScreenScale returns the current screen scale. // // This function is concurrent-safe. func ScreenScale() int { return ui.CurrentUI().ScreenScale() }