mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-25 03:08:54 +01:00
56 lines
1.5 KiB
Go
56 lines
1.5 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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"time"
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)
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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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//
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// This function must be called from the main thread.
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//
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// The given function f is expected to be called 60 times a second,
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// but this is not strictly guaranteed.
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// If you need to care about time, you need to check current time every time f is called.
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func Run(f func(*Image) error, width, height, scale int, title string) error {
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err := startUI(width, height, scale, title)
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if err != nil {
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return err
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}
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ui := currentUI
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defer ui.terminate()
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currentUI = ui
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defer func() {
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currentUI = nil
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}()
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for {
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// To avoid busy loop when the window is inactive, wait 1/120 [sec] at least.
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ch := time.After(1 * time.Second / 120)
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ui.doEvents()
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if ui.isClosed() {
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return nil
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}
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if err := ui.draw(f); err != nil {
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return err
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}
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<-ch
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}
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}
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