mirror of
https://github.com/hajimehoshi/ebiten.git
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75721e6fc1
This change forces Ebiten apps on browsers 'fullscreen' mode. After this change, 'scale' value is no longer used on browsers. Note that this breaks backward compatibility, but as long as the game works in an iframe, this should not be problematic. Fixes #960
470 lines
15 KiB
Go
470 lines
15 KiB
Go
// Copyright 2014 Hajime Hoshi
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package ebiten
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import (
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"image"
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"sync/atomic"
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"github.com/hajimehoshi/ebiten/internal/clock"
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"github.com/hajimehoshi/ebiten/internal/driver"
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)
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var _ = __EBITEN_REQUIRES_GO_VERSION_1_12_OR_LATER__
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// TPS represents a default ticks per second, that represents how many times game updating happens in a second.
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const DefaultTPS = 60
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// FPS is deprecated as of 1.8.0-alpha: Use DefaultTPS instead.
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const FPS = DefaultTPS
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// CurrentFPS returns the current number of FPS (frames per second), that represents
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// how many swapping buffer happens per second.
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//
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// On some environments, CurrentFPS doesn't return a reliable value since vsync doesn't work well there.
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// If you want to measure the application's speed, Use CurrentTPS.
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//
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// CurrentFPS is concurrent-safe.
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func CurrentFPS() float64 {
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return clock.CurrentFPS()
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}
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var (
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isDrawingSkipped = int32(0)
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currentMaxTPS = int32(DefaultTPS)
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)
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func setDrawingSkipped(skipped bool) {
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v := int32(0)
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if skipped {
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v = 1
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}
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atomic.StoreInt32(&isDrawingSkipped, v)
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}
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// IsDrawingSkipped returns true if rendering result is not adopted.
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// It is recommended to skip drawing images or screen
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// when IsDrawingSkipped is true.
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//
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// The typical code with IsDrawingSkipped is this:
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//
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// func update(screen *ebiten.Image) error {
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//
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// // Update the state.
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//
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// // When IsDrawingSkipped is true, the rendered result is not adopted.
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// // Skip rendering then.
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// if ebiten.IsDrawingSkipped() {
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// return nil
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// }
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//
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// // Draw something to the screen.
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//
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// return nil
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// }
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//
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// IsDrawingSkipped is concurrent-safe.
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func IsDrawingSkipped() bool {
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return atomic.LoadInt32(&isDrawingSkipped) != 0
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}
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// IsRunningSlowly is deprecated as of 1.8.0-alpha.
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// Use IsDrawingSkipped instead.
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func IsRunningSlowly() bool {
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return IsDrawingSkipped()
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}
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var theUIContext atomic.Value
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// Run runs the game.
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// f is a function which is called at every frame.
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// The argument (*Image) is the render target that represents the screen.
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// The screen size is based on the given values (width and height).
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//
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// A window size is based on the given values (width, height and scale).
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//
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// scale is used to enlarge the screen on desktops.
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// scale is ignored on browsers or mobiles.
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// Note that the actual screen is multiplied not only by the given scale but also
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// by the device scale on high-DPI display.
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// If you pass inverse of the device scale,
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// you can disable this automatical device scaling as a result.
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// You can get the device scale by DeviceScaleFactor function.
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//
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// On browsers, the scale is automatically adjusted.
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// It is strongly recommended to use iframe if you embed an Ebiten application in your website.
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//
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// On mobiles, if you use ebitenmobile command, the scale is automatically adjusted.
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//
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// Run must be called on the main thread.
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// Note that Ebiten bounds the main goroutine to the main OS thread by runtime.LockOSThread.
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//
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// Ebiten tries to call f 60 times a second by default. In other words,
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// TPS (ticks per second) is 60 by default.
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// This is not related to framerate (display's refresh rate).
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//
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// f is not called when the window is in background by default.
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// This setting is configurable with SetRunnableInBackground.
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//
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// The given scale is ignored on fullscreen mode or gomobile-build mode.
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//
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// On non-GopherJS environments, Run returns error when 1) OpenGL error happens, 2) audio error happens or
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// 3) f returns error. In the case of 3), Run returns the same error.
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//
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// On GopherJS, Run returns immediately.
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// It is because the 'main' goroutine cannot be blocked on GopherJS due to the bug (gopherjs/gopherjs#826).
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// When an error happens, this is shown as an error on the console.
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//
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// The size unit is device-independent pixel.
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//
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// Don't call Run twice or more in one process.
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func Run(f func(*Image) error, width, height int, scale float64, title string) error {
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f = (&imageDumper{f: f}).update
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c := newUIContext(f)
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theUIContext.Store(c)
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if err := uiDriver().Run(width, height, scale, title, c, graphicsDriver()); err != nil {
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if err == driver.RegularTermination {
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return nil
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}
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return err
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}
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return nil
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}
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// RunWithoutMainLoop runs the game, but don't call the loop on the main (UI) thread.
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// Different from Run, RunWithoutMainLoop returns immediately.
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//
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// Ebiten users should NOT call RunWithoutMainLoop.
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// Instead, functions in github.com/hajimehoshi/ebiten/mobile package calls this.
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func RunWithoutMainLoop(f func(*Image) error, width, height int, scale float64, title string) <-chan error {
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f = (&imageDumper{f: f}).update
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c := newUIContext(f)
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theUIContext.Store(c)
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return uiDriver().RunWithoutMainLoop(width, height, scale, title, c, graphicsDriver())
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}
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// ScreenSizeInFullscreen returns the size in device-independent pixels when the game is fullscreen.
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// The adopted monitor is the 'current' monitor which the window belongs to.
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// The returned value can be given to Run or SetSize function if the perfectly fit fullscreen is needed.
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//
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// On browsers, ScreenSizeInFullscreen returns the 'window' (global object) size, not 'screen' size since an Ebiten game
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// should not know the outside of the window object.
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// For more details, see SetFullscreen API comment.
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//
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// On mobiles, ScreenSizeInFullscreen returns (0, 0) so far.
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//
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// If you use this for screen size with SetFullscreen(true), you can get the fullscreen mode
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// which size is well adjusted with the monitor.
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//
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// w, h := ScreenSizeInFullscreen()
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// ebiten.SetFullscreen(true)
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// ebiten.Run(update, w, h, 1, "title")
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//
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// Furthermore, you can use them with DeviceScaleFactor(), you can get the finest
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// fullscreen mode.
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//
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// s := ebiten.DeviceScaleFactor()
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// w, h := ScreenSizeInFullscreen()
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// ebiten.SetFullscreen(true)
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// ebiten.Run(update, int(float64(w) * s), int(float64(h) * s), 1/s, "title")
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//
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// For actual example, see examples/fullscreen
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//
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// ScreenSizeInFullscreen must be called on the main thread before ebiten.Run, and is concurrent-safe after ebiten.Run.
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func ScreenSizeInFullscreen() (int, int) {
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return uiDriver().ScreenSizeInFullscreen()
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}
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// MonitorSize is deprecated as of 1.8.0-alpha. Use ScreenSizeInFullscreen instead.
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func MonitorSize() (int, int) {
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return ScreenSizeInFullscreen()
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}
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// SetScreenSize changes the (logical) size of the screen.
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// This doesn't affect the current scale of the screen.
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//
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// Unit is device-independent pixel.
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//
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// SetScreenSize is concurrent-safe.
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func SetScreenSize(width, height int) {
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if width <= 0 || height <= 0 {
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panic("ebiten: width and height must be positive")
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}
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uiDriver().SetScreenSize(width, height)
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}
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// SetScreenScale changes the scale of the screen on desktops.
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//
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// Note that the actual screen is multiplied not only by the given scale but also
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// by the device scale on high-DPI display.
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// If you pass inverse of the device scale,
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// you can disable this automatical device scaling as a result.
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// You can get the device scale by DeviceScaleFactor function.
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//
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// On browsers, SetScreenScale saves the given value and affects the returned value of ScreenScale,
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// but does not affect actual rendering.
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//
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// On mobiles, SetScreenScale works, but usually the user doesn't have to call this.
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// Instead, ebitenmobile calls this automatically.
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//
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// SetScreenScale panics if scale is not a positive number.
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//
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// SetScreenScale is concurrent-safe.
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func SetScreenScale(scale float64) {
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if scale <= 0 {
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panic("ebiten: scale must be positive")
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}
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uiDriver().SetScreenScale(scale)
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}
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// ScreenScale returns the current screen scale.
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//
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// ScreenScale returns a value set by SetScreenScale or Run on browsers.
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//
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// If Run is not called, this returns 0.
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//
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// ScreenScale is concurrent-safe.
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func ScreenScale() float64 {
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return uiDriver().ScreenScale()
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}
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// IsCursorVisible returns a boolean value indicating whether
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// the cursor is visible or not.
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//
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// IsCursorVisible always returns false on mobiles.
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//
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// IsCursorVisible is concurrent-safe.
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func IsCursorVisible() bool {
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return uiDriver().IsCursorVisible()
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}
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// SetCursorVisible changes the state of cursor visiblity.
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//
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// SetCursorVisible does nothing on mobiles.
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//
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// SetCursorVisible is concurrent-safe.
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func SetCursorVisible(visible bool) {
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uiDriver().SetCursorVisible(visible)
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}
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// SetCursorVisibility is deprecated as of 1.6.0-alpha. Use SetCursorVisible instead.
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func SetCursorVisibility(visible bool) {
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SetCursorVisible(visible)
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}
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// IsFullscreen returns a boolean value indicating whether
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// the current mode is fullscreen or not.
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//
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// IsFullscreen always returns false on browsers and mobiles.
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//
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// IsFullscreen is concurrent-safe.
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func IsFullscreen() bool {
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return uiDriver().IsFullscreen()
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}
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// SetFullscreen changes the current mode to fullscreen or not on desktops.
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//
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// On fullscreen mode, the game screen is automatically enlarged
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// to fit with the monitor. The current scale value is ignored.
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//
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// On desktops, Ebiten uses 'windowed' fullscreen mode, which doesn't change
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// your monitor's resolution.
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//
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// SetFullscreen does nothing on browsers or mobiles.
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//
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// SetFullscreen is concurrent-safe.
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func SetFullscreen(fullscreen bool) {
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uiDriver().SetFullscreen(fullscreen)
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}
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// IsRunnableInBackground returns a boolean value indicating whether
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// the game runs even in background.
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//
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// IsRunnableInBackground is concurrent-safe.
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func IsRunnableInBackground() bool {
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return uiDriver().IsRunnableInBackground()
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}
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// SetWindowDecorated sets the state if the window is decorated.
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//
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// The window is decorated by default.
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//
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// SetWindowDecorated works only on desktops.
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// SetWindowDecorated does nothing on other platforms.
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//
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// SetWindowDecorated panics if SetWindowDecorated is called after Run.
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//
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// SetWindowDecorated is concurrent-safe.
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func SetWindowDecorated(decorated bool) {
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uiDriver().SetWindowDecorated(decorated)
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}
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// IsWindowDecorated reports whether the window is decorated.
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//
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// IsWindowDecorated is concurrent-safe.
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func IsWindowDecorated() bool {
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return uiDriver().IsWindowDecorated()
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}
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// setWindowResizable is unexported until specification is determined (#320)
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//
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// setWindowResizable sets the state if the window is resizable.
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//
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// The window is not resizable by default.
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//
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// When the window is resizable, the image size given via the update function can be changed by resizing.
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//
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// setWindowResizable works only on desktops.
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// setWindowResizable does nothing on other platforms.
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//
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// setWindowResizable panics if setWindowResizable is called after Run.
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//
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// setWindowResizable is concurrent-safe.
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func setWindowResizable(resizable bool) {
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uiDriver().SetWindowResizable(resizable)
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}
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// IsWindowResizable reports whether the window is resizable.
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//
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// IsWindowResizable is concurrent-safe.
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func IsWindowResizable() bool {
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return uiDriver().IsWindowResizable()
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}
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// SetRunnableInBackground sets the state if the game runs even in background.
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//
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// If the given value is true, the game runs in background e.g. when losing focus.
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// The initial state is false.
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//
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// Known issue: On browsers, even if the state is on, the game doesn't run in background tabs.
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// This is because browsers throttles background tabs not to often update.
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//
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// SetRunnableInBackground does nothing on mobiles so far.
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//
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// SetRunnableInBackground is concurrent-safe.
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func SetRunnableInBackground(runnableInBackground bool) {
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uiDriver().SetRunnableInBackground(runnableInBackground)
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}
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// SetWindowTitle sets the title of the window.
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//
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// SetWindowTitle does nothing on mobiles.
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//
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// SetWindowTitle is concurrent-safe.
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func SetWindowTitle(title string) {
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uiDriver().SetWindowTitle(title)
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}
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// SetWindowIcon sets the icon of the game window.
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//
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// If len(iconImages) is 0, SetWindowIcon reverts the icon to the default one.
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//
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// For desktops, see the document of glfwSetWindowIcon of GLFW 3.2:
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//
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// This function sets the icon of the specified window.
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// If passed an array of candidate images, those of or closest to the sizes
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// desired by the system are selected.
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// If no images are specified, the window reverts to its default icon.
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//
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// The desired image sizes varies depending on platform and system settings.
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// The selected images will be rescaled as needed.
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// Good sizes include 16x16, 32x32 and 48x48.
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//
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// As macOS windows don't have icons, SetWindowIcon doesn't work on macOS.
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//
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// SetWindowIcon doesn't work on browsers or mobiles.
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//
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// SetWindowIcon is concurrent-safe.
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func SetWindowIcon(iconImages []image.Image) {
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uiDriver().SetWindowIcon(iconImages)
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}
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// DeviceScaleFactor returns a device scale factor value of the current monitor which the window belongs to.
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//
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// DeviceScaleFactor returns a meaningful value on high-DPI display environment,
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// otherwise DeviceScaleFactor returns 1.
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//
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// DeviceScaleFactor might panic on init function on some devices like Android.
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// Then, it is not recommended to call DeviceScaleFactor from init functions.
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//
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// DeviceScaleFactor must be called on the main thread before ebiten.Run, and is concurrent-safe after ebiten.Run.
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func DeviceScaleFactor() float64 {
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return uiDriver().DeviceScaleFactor()
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}
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// IsVsyncEnabled returns a boolean value indicating whether
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// the game uses the display's vsync.
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//
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// IsVsyncEnabled is concurrent-safe.
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func IsVsyncEnabled() bool {
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return uiDriver().IsVsyncEnabled()
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}
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// SetVsyncEnabled sets a boolean value indicating whether
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// the game uses the display's vsync.
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//
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// If the given value is true, the game tries to sync the display's refresh rate.
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// If false, the game ignores the display's refresh rate.
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// The initial value is true.
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// By disabling vsync, the game works more efficiently but consumes more CPU.
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//
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// Note that the state doesn't affect TPS (ticks per second, i.e. how many the run function is
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// updated per second).
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//
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// SetVsyncEnabled does nothing on mobiles so far.
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//
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// SetVsyncEnabled is concurrent-safe.
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func SetVsyncEnabled(enabled bool) {
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uiDriver().SetVsyncEnabled(enabled)
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}
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// MaxTPS returns the current maximum TPS.
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//
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// MaxTPS is concurrent-safe.
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func MaxTPS() int {
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return int(atomic.LoadInt32(¤tMaxTPS))
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}
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// CurrentTPS returns the current TPS (ticks per second),
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// that represents how many update function is called in a second.
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//
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// CurrentTPS is concurrent-safe.
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func CurrentTPS() float64 {
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return clock.CurrentTPS()
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}
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// UncappedTPS is a special TPS value that means the game doesn't have limitation on TPS.
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const UncappedTPS = clock.UncappedTPS
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// SetMaxTPS sets the maximum TPS (ticks per second),
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// that represents how many updating function is called per second.
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// The initial value is 60.
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//
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// If tps is UncappedTPS, TPS is uncapped and the game is updated per frame.
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// If tps is negative but not UncappedTPS, SetMaxTPS panics.
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//
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// SetMaxTPS is concurrent-safe.
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func SetMaxTPS(tps int) {
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if tps < 0 && tps != UncappedTPS {
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panic("ebiten: tps must be >= 0 or UncappedTPS")
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}
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atomic.StoreInt32(¤tMaxTPS, int32(tps))
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}
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