ebiten/examples/windowsize/main.go
Hajime Hoshi 237498e51f
ui: Add an optional function Draw function to Game interface (#1107)
This change adds an optional function Draw to the Game interface.
With Draw function, the game logic and rendering are separate.
There are some benefits:

  * The API is clearer and easier to understand.
  * When TPS < FPS, smoother rendering can be performed without
    changing the game logic depending on TPS.
  * Porting to XNA, which has separate functions Update and Draw,
    would be a little easier.

Draw is optional due to backward compatibility. Game interface was
already used before v1.11.x in mobile packages, and adding a
function would break existing code unfortunately. Then, we adopted
switching the behavior based on whether Draw is implemented or not
by type assertions.

IsDrawingSkipped will always return false when Draw is implemented.

Fixes #1104
2020-03-24 12:01:37 +09:00

430 lines
11 KiB
Go

// Copyright 2015 Hajime Hoshi
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// +build example jsgo
package main
import (
"bytes"
"flag"
"fmt"
"image"
"image/color"
_ "image/jpeg"
"log"
"math"
"math/rand"
"strconv"
"strings"
"time"
"github.com/hajimehoshi/ebiten"
"github.com/hajimehoshi/ebiten/ebitenutil"
"github.com/hajimehoshi/ebiten/examples/resources/images"
"github.com/hajimehoshi/ebiten/inpututil"
)
var (
// flagLegacy represents whether the legacy APIs are used or not.
// If flagLegacy is true, these legacy APIs are used:
//
// * ebiten.Run
// * ebiten.ScreenScale
// * ebiten.SetScreenScale
// * ebiten.SetScreenSize
//
// If flagLegacy is false, these APIs are used:
//
// * ebiten.RunGame
// * ebiten.SetWindowSize
// * ebiten.WindowSize
//
// A resizable window is available only when flagLegacy is false.
flagLegacy = flag.Bool("legacy", false, "use the legacy API")
flagFullscreen = flag.Bool("fullscreen", false, "fullscreen")
flagResizable = flag.Bool("resizable", false, "make the window resizable")
flagWindowPosition = flag.String("windowposition", "", "window position (e.g., 100,200)")
flagScreenTransparent = flag.Bool("screentransparent", false, "screen transparent")
flagAutoAdjusting = flag.Bool("autoadjusting", false, "make the game screen auto-adjusting")
flagFloating = flag.Bool("floating", false, "make the window floating")
flagMaximize = flag.Bool("maximize", false, "maximize the window")
)
func init() {
flag.Parse()
rand.Seed(time.Now().UnixNano())
}
const (
initScreenWidth = 480
initScreenHeight = 360
initScreenScale = 1
)
var (
gophersImage *ebiten.Image
count = 0
)
func createRandomIconImage() image.Image {
const size = 32
r := byte(rand.Intn(0x100))
g := byte(rand.Intn(0x100))
b := byte(rand.Intn(0x100))
img := image.NewNRGBA(image.Rect(0, 0, size, size))
for j := 0; j < size; j++ {
for i := 0; i < size; i++ {
img.Pix[j*img.Stride+4*i] = r
img.Pix[j*img.Stride+4*i+1] = g
img.Pix[j*img.Stride+4*i+2] = b
img.Pix[j*img.Stride+4*i+3] = byte(float64(i+j) / float64(2*size) * 0xff)
}
}
return img
}
type game struct {
width int
height int
transparent bool
}
func (g *game) Layout(outsideWidth, outsideHeight int) (int, int) {
if *flagAutoAdjusting {
g.width, g.height = outsideWidth, outsideHeight
return outsideWidth, outsideHeight
}
// Ignore the outside size. This means that the offscreen is not adjusted with the outside world.
return g.width, g.height
}
func (g *game) Update(screen *ebiten.Image) error {
var (
screenWidth int
screenHeight int
screenScale float64
)
if *flagLegacy {
screenWidth, screenHeight = screen.Size()
screenScale = ebiten.ScreenScale()
} else {
screenWidth = g.width
screenHeight = g.height
if ww, wh := ebiten.WindowSize(); ww > 0 && wh > 0 {
screenScale = math.Min(float64(ww)/float64(g.width), float64(wh)/float64(g.height))
} else {
// ebiten.WindowSize can return (0, 0) on browsers or mobiles.
screenScale = 1
}
}
fullscreen := ebiten.IsFullscreen()
runnableOnUnfocused := ebiten.IsRunnableOnUnfocused()
cursorVisible := ebiten.IsCursorVisible()
vsyncEnabled := ebiten.IsVsyncEnabled()
tps := ebiten.MaxTPS()
decorated := ebiten.IsWindowDecorated()
positionX, positionY := ebiten.WindowPosition()
g.transparent = ebiten.IsScreenTransparent()
floating := ebiten.IsWindowFloating()
resizable := ebiten.IsWindowResizable()
const d = 16
toUpdateWindowSize := false
if ebiten.IsKeyPressed(ebiten.KeyShift) {
if inpututil.IsKeyJustPressed(ebiten.KeyUp) {
screenHeight += d
toUpdateWindowSize = true
}
if inpututil.IsKeyJustPressed(ebiten.KeyDown) {
if 16 < screenHeight && d < screenHeight {
screenHeight -= d
toUpdateWindowSize = true
}
}
if inpututil.IsKeyJustPressed(ebiten.KeyLeft) {
if 16 < screenWidth && d < screenWidth {
screenWidth -= d
toUpdateWindowSize = true
}
}
if inpututil.IsKeyJustPressed(ebiten.KeyRight) {
screenWidth += d
toUpdateWindowSize = true
}
} else {
if inpututil.IsKeyJustPressed(ebiten.KeyUp) {
positionY -= d
}
if inpututil.IsKeyJustPressed(ebiten.KeyDown) {
positionY += d
}
if inpututil.IsKeyJustPressed(ebiten.KeyLeft) {
positionX -= d
}
if inpututil.IsKeyJustPressed(ebiten.KeyRight) {
positionX += d
}
}
if inpututil.IsKeyJustPressed(ebiten.KeyS) && !*flagAutoAdjusting {
switch {
case screenScale < 1:
screenScale = 1
case screenScale < 1.5:
screenScale = 1.5
case screenScale < 2:
screenScale = 2
default:
screenScale = 0.75
}
toUpdateWindowSize = true
}
if inpututil.IsKeyJustPressed(ebiten.KeyF) {
fullscreen = !fullscreen
}
if inpututil.IsKeyJustPressed(ebiten.KeyU) {
runnableOnUnfocused = !runnableOnUnfocused
}
if inpututil.IsKeyJustPressed(ebiten.KeyC) {
cursorVisible = !cursorVisible
}
if inpututil.IsKeyJustPressed(ebiten.KeyV) {
vsyncEnabled = !vsyncEnabled
}
if inpututil.IsKeyJustPressed(ebiten.KeyT) {
switch tps {
case ebiten.UncappedTPS:
tps = 30
case 30:
tps = 60
case 60:
tps = 120
case 120:
tps = ebiten.UncappedTPS
default:
panic("not reached")
}
}
if inpututil.IsKeyJustPressed(ebiten.KeyD) {
decorated = !decorated
}
if inpututil.IsKeyJustPressed(ebiten.KeyL) {
floating = !floating
}
if inpututil.IsKeyJustPressed(ebiten.KeyR) {
resizable = !resizable
}
maximize := inpututil.IsKeyJustPressed(ebiten.KeyM)
minimize := inpututil.IsKeyJustPressed(ebiten.KeyI)
restore := inpututil.IsKeyJustPressed(ebiten.KeyE)
if toUpdateWindowSize {
if *flagLegacy {
ebiten.SetScreenSize(screenWidth, screenHeight)
ebiten.SetScreenScale(screenScale)
} else {
g.width = screenWidth
g.height = screenHeight
ebiten.SetWindowSize(int(float64(screenWidth)*screenScale), int(float64(screenHeight)*screenScale))
}
}
ebiten.SetFullscreen(fullscreen)
ebiten.SetRunnableOnUnfocused(runnableOnUnfocused)
ebiten.SetCursorVisible(cursorVisible)
ebiten.SetVsyncEnabled(vsyncEnabled)
ebiten.SetMaxTPS(tps)
ebiten.SetWindowDecorated(decorated)
ebiten.SetWindowPosition(positionX, positionY)
ebiten.SetWindowFloating(floating)
if maximize {
ebiten.MaximizeWindow()
}
if minimize {
ebiten.MinimizeWindow()
}
if restore {
ebiten.RestoreWindow()
}
if !*flagLegacy {
// A resizable window is available only with RunGame.
ebiten.SetWindowResizable(resizable)
}
if inpututil.IsKeyJustPressed(ebiten.KeyI) {
ebiten.SetWindowIcon([]image.Image{createRandomIconImage()})
}
count++
return nil
}
func (g *game) Draw(screen *ebiten.Image) {
if !g.transparent {
screen.Fill(color.RGBA{0x80, 0x80, 0xc0, 0xff})
}
w, h := gophersImage.Size()
w2, h2 := screen.Size()
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(float64(-w+w2)/2, float64(-h+h2)/2)
dx := math.Cos(2*math.Pi*float64(count)/360) * 10
dy := math.Sin(2*math.Pi*float64(count)/360) * 10
op.GeoM.Translate(dx, dy)
screen.DrawImage(gophersImage, op)
wx, wy := ebiten.WindowPosition()
cx, cy := ebiten.CursorPosition()
tpsStr := "Uncapped"
if t := ebiten.MaxTPS(); t != ebiten.UncappedTPS {
tpsStr = fmt.Sprintf("%d", t)
}
var lines []string
if !ebiten.IsWindowMaximized() {
lines = append(lines, "Press M key to maximize the window")
}
if !ebiten.IsWindowMinimized() {
lines = append(lines, "Press I key to minimize the window")
}
if ebiten.IsWindowMaximized() || ebiten.IsWindowMinimized() {
lines = append(lines, "Press E key to restore the window from maximized/minimized state")
}
msgM := strings.Join(lines, "\n")
var msgS string
var msgR string
if *flagLegacy {
msgS = "Press S key to change the window scale (only for desktops)\n"
} else {
msgR = "Press R key to switch the window resizable state (only for desktops)\n"
}
fg := "Yes"
if !ebiten.IsFocused() {
fg = "No"
}
msg := fmt.Sprintf(`Press arrow keys to move the window
Press shift + arrow keys to change the window size
%sPress F key to switch the fullscreen state (only for desktops)
Press U key to switch the runnable-on-unfocused state
Press C key to switch the cursor visibility
Press I key to change the window icon (only for desktops)
Press V key to switch vsync
Press T key to switch TPS (ticks per second)
Press D key to switch the window decoration (only for desktops)
Press L key to switch the window floating state (only for desktops)
%s
%s
IsFocused?: %s
Windows Position: (%d, %d)
Cursor: (%d, %d)
TPS: Current: %0.2f / Max: %s
FPS: %0.2f
Device Scale Factor: %0.2f`, msgS, msgM, msgR, fg, wx, wy, cx, cy, ebiten.CurrentTPS(), tpsStr, ebiten.CurrentFPS(), ebiten.DeviceScaleFactor())
ebitenutil.DebugPrint(screen, msg)
}
func parseWindowPosition() (int, int, bool) {
if *flagWindowPosition == "" {
return 0, 0, false
}
tokens := strings.Split(*flagWindowPosition, ",")
if len(tokens) != 2 {
return 0, 0, false
}
x, err := strconv.Atoi(tokens[0])
if err != nil {
return 0, 0, false
}
y, err := strconv.Atoi(tokens[1])
if err != nil {
return 0, 0, false
}
return x, y, true
}
func main() {
fmt.Printf("Device scale factor: %0.2f\n", ebiten.DeviceScaleFactor())
w, h := ebiten.ScreenSizeInFullscreen()
fmt.Printf("Screen size in fullscreen: %d, %d\n", w, h)
if !*flagLegacy {
fmt.Println("Tip: With -autoadjusting flag, you can make an adjustable game screen.")
}
// Decode image from a byte slice instead of a file so that
// this example works in any working directory.
// If you want to use a file, there are some options:
// 1) Use os.Open and pass the file to the image decoder.
// This is a very regular way, but doesn't work on browsers.
// 2) Use ebitenutil.OpenFile and pass the file to the image decoder.
// This works even on browsers.
// 3) Use ebitenutil.NewImageFromFile to create an ebiten.Image directly from a file.
// This also works on browsers.
img, _, err := image.Decode(bytes.NewReader(images.Gophers_jpg))
if err != nil {
log.Fatal(err)
}
gophersImage, _ = ebiten.NewImageFromImage(img, ebiten.FilterDefault)
ebiten.SetWindowIcon([]image.Image{createRandomIconImage()})
if x, y, ok := parseWindowPosition(); ok {
ebiten.SetWindowPosition(x, y)
}
ebiten.SetScreenTransparent(*flagScreenTransparent)
g := &game{
width: initScreenWidth,
height: initScreenHeight,
}
if *flagFullscreen {
ebiten.SetFullscreen(true)
}
if *flagResizable {
ebiten.SetWindowResizable(true)
}
if *flagFloating {
ebiten.SetWindowFloating(true)
}
if *flagMaximize {
ebiten.MaximizeWindow()
}
if *flagAutoAdjusting {
if *flagLegacy {
log.Println("-autoadjusting flag cannot work with -legacy flag")
}
ebiten.SetWindowResizable(true)
}
const title = "Window Size (Ebiten Demo)"
if *flagLegacy {
if err := ebiten.Run(g.Update, g.width, g.height, initScreenScale, title); err != nil {
log.Fatal(err)
}
} else {
w := int(float64(g.width) * initScreenScale)
h := int(float64(g.height) * initScreenScale)
ebiten.SetWindowSize(w, h)
ebiten.SetWindowTitle(title)
if err := ebiten.RunGame(g); err != nil {
log.Fatal(err)
}
}
}