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745 lines
29 KiB
Go
745 lines
29 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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"errors"
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"image"
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"image/color"
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"io/fs"
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"sync/atomic"
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"github.com/hajimehoshi/ebiten/v2/internal/clock"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/ui"
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)
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// Game defines necessary functions for a game.
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type Game interface {
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// Update updates a game by one tick. The given argument represents a screen image.
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//
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// Update updates only the game logic and Draw draws the screen.
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//
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// You can assume that Update is always called TPS-times per second (60 by default), and you can assume
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// that the time delta between two Updates is always 1 / TPS [s] (1/60[s] by default). As Ebitengine already
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// adjusts the number of Update calls, you don't have to measure time deltas in Update by e.g. OS timers.
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//
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// An actual TPS is available by ActualTPS(), and the result might slightly differ from your expected TPS,
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// but still, your game logic should stick to the fixed time delta and should not rely on ActualTPS() value.
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// This API is for just measurement and/or debugging. In the long run, the number of Update calls should be
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// adjusted based on the set TPS on average.
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//
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// An actual time delta between two Updates might be bigger than expected. In this case, your game's
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// Update or Draw takes longer than they should. In this case, there is nothing other than optimizing
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// your game implementation.
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//
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// In the first frame, it is ensured that Update is called at least once before Draw. You can use Update
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// to initialize the game state.
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//
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// After the first frame, Update might not be called or might be called once
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// or more for one frame. The frequency is determined by the current TPS (tick-per-second).
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//
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// If the error returned is nil, game execution proceeds normally.
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// If the error returned is Termination, game execution halts, but does not return an error from RunGame.
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// If the error returned is any other non-nil value, game execution halts and the error is returned from RunGame.
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Update() error
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// Draw draws the game screen by one frame.
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//
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// The give argument represents a screen image. The updated content is adopted as the game screen.
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//
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// The frequency of Draw calls depends on the user's environment, especially the monitors refresh rate.
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// For portability, you should not put your game logic in Draw in general.
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Draw(screen *Image)
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// Layout accepts a native outside size in device-independent pixels and returns the game's logical screen
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// size in pixels. The logical size is used for 1) the screen size given at Draw and 2) calculation of the
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// scale from the screen to the final screen size.
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//
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// On desktops, the outside is a window or a monitor (fullscreen mode). On browsers, the outside is a body
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// element. On mobiles, the outside is the view's size.
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//
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// Even though the outside size and the screen size differ, the rendering scale is automatically adjusted to
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// fit with the outside.
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//
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// Layout is called almost every frame.
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//
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// It is ensured that Layout is invoked before Update is called in the first frame.
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//
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// If Layout returns non-positive numbers, the caller can panic.
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//
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// You can return a fixed screen size if you don't care, or you can also return a calculated screen size
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// adjusted with the given outside size.
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//
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// If the game implements the interface LayoutFer, Layout is never called and LayoutF is called instead.
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Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int)
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}
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// LayoutFer is an interface for the float version of Game.Layout.
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type LayoutFer interface {
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// LayoutF is the float version of Game.Layout.
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//
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// If the game implements this interface, Layout is never called and LayoutF is called instead.
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//
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// LayoutF accepts a native outside size in device-independent pixels and returns the game's logical screen
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// size in pixels. The logical size is used for 1) the screen size given at Draw and 2) calculation of the
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// scale from the screen to the final screen size. For 1), the actual screen size is a rounded up of the
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// logical size.
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LayoutF(outsideWidth, outsideHeight float64) (screenWidth, screenHeight float64)
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}
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// FinalScreen represents the final screen image.
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// FinalScreen implements a part of Image functions.
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type FinalScreen interface {
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Bounds() image.Rectangle
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DrawImage(img *Image, options *DrawImageOptions)
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DrawTriangles(vertices []Vertex, indices []uint16, img *Image, options *DrawTrianglesOptions)
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DrawRectShader(width, height int, shader *Shader, options *DrawRectShaderOptions)
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DrawTrianglesShader(vertices []Vertex, indices []uint16, shader *Shader, options *DrawTrianglesShaderOptions)
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Clear()
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Fill(clr color.Color)
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// private prevents other packages from implementing this interface.
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// A new function might be added to this interface in the future
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// even if the Ebitengine major version is not updated.
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private()
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}
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// FinalScreenDrawer is an interface for a custom function to render the final screen.
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// For an actual usage, see examples/flappy.
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type FinalScreenDrawer interface {
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// DrawFinalScreen draws the final screen.
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// If a game implementing FinalScreenDrawer is passed to RunGame, DrawFinalScreen is called after Draw.
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// screen is the final screen. offscreen is the offscreen modified at Draw.
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//
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// geoM is the default geometry matrix to render the offscreen onto the final screen.
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// geoM scales the offscreen to fit the final screen without changing the aspect ratio, and
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// translates the offscreen to put it in the center of the final screen.
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DrawFinalScreen(screen FinalScreen, offscreen *Image, geoM GeoM)
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}
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// DefaultTPS represents a default ticks per second, that represents how many times game updating happens in a second.
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const DefaultTPS = clock.DefaultTPS
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// ActualFPS 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, ActualFPS 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 ActualTPS.
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//
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// This value is for measurement and/or debug, and your game logic should not rely on this value.
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//
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// ActualFPS is concurrent-safe.
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func ActualFPS() float64 {
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return clock.ActualFPS()
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}
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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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// Deprecated: as of v2.4. Use ActualFPS instead.
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func CurrentFPS() float64 {
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return ActualFPS()
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}
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var (
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isRunGameEnded_ atomic.Bool
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)
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// SetScreenClearedEveryFrame enables or disables the clearing of the screen at the beginning of each frame.
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// The default value is true and the screen is cleared each frame by default.
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//
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// SetScreenClearedEveryFrame is concurrent-safe.
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func SetScreenClearedEveryFrame(cleared bool) {
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ui.Get().SetScreenClearedEveryFrame(cleared)
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}
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// IsScreenClearedEveryFrame returns true if the frame isn't cleared at the beginning.
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//
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// IsScreenClearedEveryFrame is concurrent-safe.
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func IsScreenClearedEveryFrame() bool {
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return ui.Get().IsScreenClearedEveryFrame()
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}
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// SetScreenFilterEnabled enables/disables the use of the "screen" filter Ebitengine uses.
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//
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// The "screen" filter is a box filter from game to display resolution.
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//
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// If disabled, nearest-neighbor filtering will be used for scaling instead.
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//
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// The default state is true.
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//
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// SetScreenFilterEnabled is concurrent-safe, but takes effect only at the next Draw call.
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//
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// Deprecated: as of v2.5. Use FinalScreenDrawer instead.
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func SetScreenFilterEnabled(enabled bool) {
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screenFilterEnabled.Store(enabled)
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}
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// IsScreenFilterEnabled returns true if Ebitengine's "screen" filter is enabled.
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//
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// IsScreenFilterEnabled is concurrent-safe.
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//
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// Deprecated: as of v2.5.
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func IsScreenFilterEnabled() bool {
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return screenFilterEnabled.Load()
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}
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// Termination is a special error which indicates Game termination without error.
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var Termination = ui.RegularTermination
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// RunGame starts the main loop and runs the game.
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// game's Update function is called every tick to update the game logic.
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// game's Draw function is called every frame to draw the screen.
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// game's Layout function is called when necessary, and you can specify the logical screen size by the function.
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//
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// If game implements FinalScreenDrawer, its DrawFinalScreen is called after Draw.
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// The argument screen represents the final screen. The argument offscreen is an offscreen modified at Draw.
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// If game does not implement FinalScreenDrawer, the default rendering for the final screen is used.
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//
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// game's functions are called on the same goroutine.
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//
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// On browsers, it is strongly recommended to use iframe if you embed an Ebitengine application in your website.
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//
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// RunGame must be called on the main thread.
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// Note that Ebitengine bounds the main goroutine to the main OS thread by runtime.LockOSThread.
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//
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// Ebitengine tries to call game's Update function 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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// RunGame returns error when 1) an error happens in the underlying graphics driver, 2) an audio error happens
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// or 3) Update returns an error. In the case of 3), RunGame returns the same error so far, but it is recommended to
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// use errors.Is when you check the returned error is the error you want, rather than comparing the values
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// with == or != directly.
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//
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// If you want to terminate a game on desktops, it is recommended to return Termination at Update, which will halt
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// execution without returning an error value from RunGame.
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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 RunGame or RunGameWithOptions twice or more in one process.
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func RunGame(game Game) error {
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return RunGameWithOptions(game, nil)
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}
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// RunGameOptions represents options for RunGameWithOptions.
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type RunGameOptions struct {
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// GraphicsLibrary is a graphics library Ebitengine will use.
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//
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// The default (zero) value is GraphicsLibraryAuto, which lets Ebitengine choose the graphics library.
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GraphicsLibrary GraphicsLibrary
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// InitUnfocused indicates whether the window is unfocused or not on launching.
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// InitUnfocused is valid on desktops and browsers.
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//
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// The default (zero) value is false, which means that the window is focused.
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InitUnfocused bool
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// ScreenTransparent indicates whether the window is transparent or not.
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// ScreenTransparent is valid on desktops and browsers.
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//
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// The default (zero) value is false, which means that the window is not transparent.
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ScreenTransparent bool
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// SkipTaskbar indicates whether an application icon is shown on a taskbar or not.
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// SkipTaskbar is valid only on Windows.
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//
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// The default (zero) value is false, which means that an icon is shown on a taskbar.
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SkipTaskbar bool
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// SingleThread indicates whether the single thread mode is used explicitly or not.
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// The single thread mode disables Ebitengine's thread safety to unlock maximum performance.
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// If you use this you will have to manage threads yourself.
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// Functions like `SetWindowSize` will no longer be concurrent-safe with this build tag.
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// They must be called from the main thread or the same goroutine as the given game's callback functions like Update.
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//
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// SingleThread works only with desktops and consoles.
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//
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// If SingleThread is false, and if the build tag `ebitenginesinglethread` is specified,
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// the single thread mode is used.
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//
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// The default (zero) value is false, which means that the single thread mode is disabled.
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SingleThread bool
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// DisableHiDPI indicates whether the rendering for HiDPI is disabled or not.
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// If HiDPI is disabled, the device scale factor is always 1 i.e. Monitor's DeviceScaleFactor always returns 1.
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// This is useful to get a better performance on HiDPI displays, in the expense of rendering quality.
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//
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// DisableHiDPI is available only on browsers.
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//
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// The default (zero) value is false, which means that HiDPI is enabled.
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DisableHiDPI bool
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// ColorSpace indicates the color space of the screen.
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//
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// ColorSpace is available only with some graphics libraries (macOS Metal and WebGL so far).
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// Otherwise, ColorSpace is ignored.
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//
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// The default (zero) value is ColorSpaceDefault, which means that color space depends on the environment.
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ColorSpace ColorSpace
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// X11DisplayName is a class name in the ICCCM WM_CLASS window property.
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X11ClassName string
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// X11InstanceName is an instance name in the ICCCM WM_CLASS window property.
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X11InstanceName string
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}
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// RunGameWithOptions starts the main loop and runs the game with the specified options.
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// game's Update function is called every tick to update the game logic.
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// game's Draw function is called every frame to draw the screen.
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// game's Layout function is called when necessary, and you can specify the logical screen size by the function.
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//
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// options can be nil. In this case, the default options are used.
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//
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// If game implements FinalScreenDrawer, its DrawFinalScreen is called after Draw.
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// The argument screen represents the final screen. The argument offscreen is an offscreen modified at Draw.
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// If game does not implement FinalScreenDrawer, the default rendering for the final screen is used.
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//
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// game's functions are called on the same goroutine.
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//
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// On browsers, it is strongly recommended to use iframe if you embed an Ebitengine application in your website.
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//
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// RunGameWithOptions must be called on the main thread.
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// Note that Ebitengine bounds the main goroutine to the main OS thread by runtime.LockOSThread.
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//
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// Ebitengine tries to call game's Update function 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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// RunGameWithOptions returns error when 1) an error happens in the underlying graphics driver, 2) an audio error happens
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// or 3) Update returns an error. In the case of 3), RunGameWithOptions returns the same error so far, but it is recommended to
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// use errors.Is when you check the returned error is the error you want, rather than comparing the values
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// with == or != directly.
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//
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// If you want to terminate a game on desktops, it is recommended to return Termination at Update, which will halt
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// execution without returning an error value from RunGameWithOptions.
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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 RunGame or RunGameWithOptions twice or more in one process.
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func RunGameWithOptions(game Game, options *RunGameOptions) error {
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defer isRunGameEnded_.Store(true)
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initializeWindowPositionIfNeeded(WindowSize())
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op := toUIRunOptions(options)
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// This is necessary to change the result of IsScreenTransparent.
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screenTransparent.Store(op.ScreenTransparent)
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g := newGameForUI(game, op.ScreenTransparent)
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if err := ui.Get().Run(g, op); err != nil {
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if errors.Is(err, Termination) {
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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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func isRunGameEnded() bool {
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return isRunGameEnded_.Load()
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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 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.
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// ScreenSizeInFullscreen's returning value is different from the actual screen size and this is a known issue (#2145).
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// For browsers, it is recommended to use Screen API (https://developer.mozilla.org/en-US/docs/Web/API/Screen) if needed.
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//
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// On mobiles, ScreenSizeInFullscreen returns (0, 0) so far.
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//
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// ScreenSizeInFullscreen's use cases are limited. If you are making a fullscreen application, you can use RunGame and
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// the Game interface's Layout function instead. If you are making a not-fullscreen application but the application's
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// behavior depends on the monitor size, ScreenSizeInFullscreen is useful.
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//
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// ScreenSizeInFullscreen must be called on the main thread before ebiten.RunGame, and is concurrent-safe after
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// ebiten.RunGame.
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//
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// Deprecated: as of v2.6. Use Monitor().Size() instead.
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func ScreenSizeInFullscreen() (int, int) {
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return ui.Get().ScreenSizeInFullscreen()
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}
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// CursorMode returns the current cursor mode.
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//
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// CursorMode returns CursorModeHidden on mobiles.
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//
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// CursorMode is concurrent-safe.
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func CursorMode() CursorModeType {
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return CursorModeType(ui.Get().CursorMode())
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}
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// SetCursorMode sets the render and capture mode of the mouse cursor.
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// CursorModeVisible sets the cursor to always be visible.
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// CursorModeHidden hides the system cursor when over the window.
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// CursorModeCaptured hides the system cursor and locks it to the window.
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//
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// CursorModeCaptured also works on browsers.
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// When the user exits the captured mode not by SetCursorMode but by the UI (e.g., pressing ESC),
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// the previous cursor mode is set automatically.
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//
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// On browsers, setting CursorModeCaptured might be delayed especially just after escaping from a capture.
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//
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// On browsers, capturing a cursor requires a user gesture, otherwise SetCursorMode does nothing but leave an error message in console.
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// This behavior varies across browser implementations.
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// Check a user interaction before calling capturing a cursor e.g. by IsMouseButtonPressed or IsKeyPressed.
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//
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// SetCursorMode does nothing on mobiles.
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//
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// SetCursorMode is concurrent-safe.
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func SetCursorMode(mode CursorModeType) {
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ui.Get().SetCursorMode(ui.CursorMode(mode))
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}
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// IsFullscreen reports whether the current mode is fullscreen or not.
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//
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// IsFullscreen always returns false on 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 ui.Get().IsFullscreen()
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}
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// SetFullscreen changes the current mode to fullscreen or not on desktops and browsers.
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//
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// In 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, Ebitengine uses 'windowed' fullscreen mode, which doesn't change
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// your monitor's resolution.
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//
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// On browsers, triggering fullscreen requires a user gesture, otherwise SetFullscreen does nothing but leave an error message in console.
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// This behavior varies across browser implementations.
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// Check a user interaction before triggering fullscreen e.g. by IsMouseButtonPressed or IsKeyPressed.
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//
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// SetFullscreen does nothing on mobiles.
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//
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// SetFullscreen does nothing on macOS when the window is fullscreened natively by the macOS desktop
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// instead of SetFullscreen(true).
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//
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// SetFullscreen is concurrent-safe.
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func SetFullscreen(fullscreen bool) {
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ui.Get().SetFullscreen(fullscreen)
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}
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// IsFocused returns a boolean value indicating whether
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// the game is in focus or in the foreground.
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//
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// IsFocused will only return true if IsRunnableOnUnfocused is false.
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//
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// IsFocused is concurrent-safe.
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func IsFocused() bool {
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return ui.Get().IsFocused()
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}
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// IsRunnableOnUnfocused returns a boolean value indicating whether
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// the game runs even in background.
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//
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// IsRunnableOnUnfocused is concurrent-safe.
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func IsRunnableOnUnfocused() bool {
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return ui.Get().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) {
|
|
ui.Get().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.
|
|
//
|
|
// BUG: DeviceScaleFactor value is not affected by SetWindowPosition before RunGame (#1575).
|
|
//
|
|
// Deprecated: as of v2.6. Use Monitor().DeviceScaleFactor() instead.
|
|
func DeviceScaleFactor() float64 {
|
|
return Monitor().DeviceScaleFactor()
|
|
}
|
|
|
|
// IsVsyncEnabled returns a boolean value indicating whether
|
|
// the game uses the display's vsync.
|
|
func IsVsyncEnabled() bool {
|
|
return ui.Get().FPSMode() == ui.FPSModeVsyncOn
|
|
}
|
|
|
|
// SetVsyncEnabled sets a boolean value indicating whether
|
|
// the game uses the display's vsync.
|
|
func SetVsyncEnabled(enabled bool) {
|
|
if enabled {
|
|
ui.Get().SetFPSMode(ui.FPSModeVsyncOn)
|
|
} else {
|
|
ui.Get().SetFPSMode(ui.FPSModeVsyncOffMaximum)
|
|
}
|
|
}
|
|
|
|
// FPSModeType is a type of FPS modes.
|
|
//
|
|
// Deprecated: as of v2.5. Use SetVsyncEnabled instead.
|
|
type FPSModeType int
|
|
|
|
const (
|
|
// FPSModeVsyncOn indicates that the game tries to sync the display's refresh rate.
|
|
// FPSModeVsyncOn is the default mode.
|
|
//
|
|
// Deprecated: as of v2.5. Use SetVsyncEnabled(true) instead.
|
|
FPSModeVsyncOn FPSModeType = FPSModeType(ui.FPSModeVsyncOn)
|
|
|
|
// FPSModeVsyncOffMaximum indicates that the game doesn't sync with vsync, and
|
|
// the game is updated whenever possible.
|
|
//
|
|
// Be careful that FPSModeVsyncOffMaximum might consume a lot of battery power.
|
|
//
|
|
// In FPSModeVsyncOffMaximum, the game's Draw is called almost without sleeping.
|
|
// The game's Update is called based on the specified TPS.
|
|
//
|
|
// Deprecated: as of v2.5. Use SetVsyncEnabled(false) instead.
|
|
FPSModeVsyncOffMaximum FPSModeType = FPSModeType(ui.FPSModeVsyncOffMaximum)
|
|
|
|
// FPSModeVsyncOffMinimum indicates that the game doesn't sync with vsync, and
|
|
// the game is updated only when necessary.
|
|
//
|
|
// FPSModeVsyncOffMinimum is useful for relatively static applications to save battery power.
|
|
//
|
|
// In FPSModeVsyncOffMinimum, the game's Update and Draw are called only when
|
|
// 1) new inputting except for gamepads is detected, or 2) ScheduleFrame is called.
|
|
// In FPSModeVsyncOffMinimum, TPS is SyncWithFPS no matter what TPS is specified at SetTPS.
|
|
//
|
|
// Deprecated: as of v2.5. Use SetScreenClearedEveryFrame(false) instead.
|
|
// See examples/skipdraw for GPU optimization with SetScreenClearedEveryFrame(false).
|
|
FPSModeVsyncOffMinimum FPSModeType = FPSModeType(ui.FPSModeVsyncOffMinimum)
|
|
)
|
|
|
|
// FPSMode returns the current FPS mode.
|
|
//
|
|
// FPSMode is concurrent-safe.
|
|
//
|
|
// Deprecated: as of v2.5. Use SetVsyncEnabled instead.
|
|
func FPSMode() FPSModeType {
|
|
return FPSModeType(ui.Get().FPSMode())
|
|
}
|
|
|
|
// SetFPSMode sets the FPS mode.
|
|
// The default FPS mode is FPSModeVsyncOn.
|
|
//
|
|
// SetFPSMode is concurrent-safe.
|
|
//
|
|
// Deprecated: as of v2.5. Use SetVsyncEnabled instead.
|
|
func SetFPSMode(mode FPSModeType) {
|
|
ui.Get().SetFPSMode(ui.FPSModeType(mode))
|
|
}
|
|
|
|
// ScheduleFrame schedules a next frame when the current FPS mode is FPSModeVsyncOffMinimum.
|
|
//
|
|
// ScheduleFrame is concurrent-safe.
|
|
//
|
|
// Deprecated: as of v2.5. Use SetScreenClearedEveryFrame(false) instead.
|
|
// See examples/skipdraw for GPU optimization with SetScreenClearedEveryFrame(false).
|
|
func ScheduleFrame() {
|
|
ui.Get().ScheduleFrame()
|
|
}
|
|
|
|
// TPS returns the current maximum TPS.
|
|
//
|
|
// TPS is concurrent-safe.
|
|
func TPS() int {
|
|
return clock.TPS()
|
|
}
|
|
|
|
// MaxTPS returns the current maximum TPS.
|
|
//
|
|
// Deprecated: as of v2.4. Use TPS instead.
|
|
func MaxTPS() int {
|
|
return TPS()
|
|
}
|
|
|
|
// ActualTPS returns the current TPS (ticks per second),
|
|
// that represents how many times Update function is called in a second.
|
|
//
|
|
// This value is for measurement and/or debug, and your game logic should not rely on this value.
|
|
//
|
|
// ActualTPS is concurrent-safe.
|
|
func ActualTPS() float64 {
|
|
return clock.ActualTPS()
|
|
}
|
|
|
|
// CurrentTPS returns the current TPS (ticks per second),
|
|
// that represents how many times Update function is called in a second.
|
|
//
|
|
// Deprecated: as of v2.4. Use ActualTPS instead.
|
|
func CurrentTPS() float64 {
|
|
return ActualTPS()
|
|
}
|
|
|
|
// SyncWithFPS is a special TPS value that means TPS syncs with FPS.
|
|
const SyncWithFPS = clock.SyncWithFPS
|
|
|
|
// UncappedTPS is a special TPS value that means TPS syncs with FPS.
|
|
//
|
|
// Deprecated: as of v2.2. Use SyncWithFPS instead.
|
|
const UncappedTPS = SyncWithFPS
|
|
|
|
// SetTPS sets the maximum TPS (ticks per second),
|
|
// that represents how many times updating function is called per second.
|
|
// The initial value is 60.
|
|
//
|
|
// If tps is SyncWithFPS, TPS is uncapped and the game is updated per frame.
|
|
// If tps is negative but not SyncWithFPS, SetTPS panics.
|
|
//
|
|
// SetTPS is concurrent-safe.
|
|
func SetTPS(tps int) {
|
|
clock.SetTPS(tps)
|
|
}
|
|
|
|
// SetMaxTPS sets the maximum TPS (ticks per second),
|
|
// that represents how many times updating function is called per second.
|
|
//
|
|
// Deprecated: as of v2.4. Use SetTPS instead.
|
|
func SetMaxTPS(tps int) {
|
|
SetTPS(tps)
|
|
}
|
|
|
|
// IsScreenTransparent reports whether the window is transparent.
|
|
//
|
|
// IsScreenTransparent is concurrent-safe.
|
|
//
|
|
// Deprecated: as of v2.5.
|
|
func IsScreenTransparent() bool {
|
|
if !ui.IsScreenTransparentAvailable() {
|
|
return false
|
|
}
|
|
return screenTransparent.Load()
|
|
}
|
|
|
|
// 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.
|
|
//
|
|
// Deprecated: as of v2.5. Use RunGameWithOptions instead.
|
|
func SetScreenTransparent(transparent bool) {
|
|
screenTransparent.Store(transparent)
|
|
}
|
|
|
|
var screenTransparent atomic.Bool
|
|
|
|
// SetInitFocused sets whether the application is focused on show.
|
|
// The default value is true, i.e., the application is focused.
|
|
//
|
|
// SetInitFocused does nothing on mobile.
|
|
//
|
|
// SetInitFocused panics if this is called after the main loop.
|
|
//
|
|
// SetInitFocused is concurrent-safe.
|
|
//
|
|
// Deprecated: as of v2.5. Use RunGameWithOptions instead.
|
|
func SetInitFocused(focused bool) {
|
|
initUnfocused.Store(!focused)
|
|
}
|
|
|
|
var initUnfocused atomic.Bool
|
|
|
|
func toUIRunOptions(options *RunGameOptions) *ui.RunOptions {
|
|
const (
|
|
defaultX11ClassName = "Ebitengine-Application"
|
|
defaultX11InstanceName = "ebitengine-application"
|
|
)
|
|
|
|
if options == nil {
|
|
return &ui.RunOptions{
|
|
InitUnfocused: initUnfocused.Load(),
|
|
ScreenTransparent: screenTransparent.Load(),
|
|
X11ClassName: defaultX11ClassName,
|
|
X11InstanceName: defaultX11InstanceName,
|
|
}
|
|
}
|
|
|
|
if options.X11ClassName == "" {
|
|
options.X11ClassName = defaultX11ClassName
|
|
}
|
|
if options.X11InstanceName == "" {
|
|
options.X11InstanceName = defaultX11InstanceName
|
|
}
|
|
|
|
// ui.RunOptions.StrictContextRestoration is not used so far (#3098).
|
|
// This might be reused in the future.
|
|
// The original comment for StrictContextRestration is as follows:
|
|
//
|
|
// StrictContextRestration indicates whether the context lost should be restored strictly by Ebitengine or not.
|
|
//
|
|
// StrictContextRestration is available only on Android. Otherwise, StrictContextRestration is ignored.
|
|
// Thus, StrictContextRestration should be used with mobile.SetGameWithOptions, rather than RunGameWithOptions.
|
|
//
|
|
// In Android, Ebitengien uses `GLSurfaceView`'s `setPreserveEGLContextOnPause(true)`.
|
|
// This works in most cases, but it is still possible that the context is lost in some minor cases.
|
|
//
|
|
// When StrictContextRestration is true, Ebitengine tries to restore the context more strictly
|
|
// for such minor cases.
|
|
// However, this might cause a performance issue since Ebitengine tries to keep all the information
|
|
// to restore the context.
|
|
//
|
|
// When StrictContextRestration is false, Ebitengine does nothing special to restore the context and
|
|
// relies on the OS's behavior.
|
|
//
|
|
// The default (zero) value is false.
|
|
|
|
return &ui.RunOptions{
|
|
GraphicsLibrary: ui.GraphicsLibrary(options.GraphicsLibrary),
|
|
InitUnfocused: options.InitUnfocused,
|
|
ScreenTransparent: options.ScreenTransparent,
|
|
SkipTaskbar: options.SkipTaskbar,
|
|
SingleThread: options.SingleThread,
|
|
DisableHiDPI: options.DisableHiDPI,
|
|
ColorSpace: graphicsdriver.ColorSpace(options.ColorSpace),
|
|
X11ClassName: options.X11ClassName,
|
|
X11InstanceName: options.X11InstanceName,
|
|
}
|
|
}
|
|
|
|
// DroppedFiles returns a virtual file system that includes only dropped files and/or directories
|
|
// at its root directory, at the time Update is called.
|
|
//
|
|
// DroppedFiles works on desktops and browsers.
|
|
//
|
|
// DroppedFiles is concurrent-safe.
|
|
func DroppedFiles() fs.FS {
|
|
return theInputState.droppedFiles()
|
|
}
|