mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
469 lines
16 KiB
Go
469 lines
16 KiB
Go
// Copyright 2014 Hajime Hoshi
|
|
//
|
|
// Licensed under the Apache License, Version 2.0 (the "License");
|
|
// you may not use this file except in compliance with the License.
|
|
// You may obtain a copy of the License at
|
|
//
|
|
// http://www.apache.org/licenses/LICENSE-2.0
|
|
//
|
|
// Unless required by applicable law or agreed to in writing, software
|
|
// distributed under the License is distributed on an "AS IS" BASIS,
|
|
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
|
// See the License for the specific language governing permissions and
|
|
// limitations under the License.
|
|
|
|
package ebiten
|
|
|
|
import (
|
|
"sync/atomic"
|
|
|
|
"github.com/hajimehoshi/ebiten/internal/clock"
|
|
"github.com/hajimehoshi/ebiten/internal/driver"
|
|
)
|
|
|
|
var _ = __EBITEN_REQUIRES_GO_VERSION_1_12_OR_LATER__
|
|
|
|
// Game defines necessary functions for a game.
|
|
//
|
|
// Note: This interface is not used anywhere yet.
|
|
type Game interface {
|
|
// Update updates a game by one frame.
|
|
Update(*Image) error
|
|
|
|
// Layout accepts a native outside size in DP (device-independent pixels) and returns the game's logical
|
|
// screen size.
|
|
//
|
|
// The screen scale is automatically adjusted to fit the outside.
|
|
//
|
|
// Layout is called at an initialization and whenever the outside size is changed.
|
|
//
|
|
// You can return a fixed screen size if you don't care, or you can also return a calculated screen size
|
|
// adjusted with the given outside size.
|
|
Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int)
|
|
}
|
|
|
|
// TPS represents a default ticks per second, that represents how many times game updating happens in a second.
|
|
const DefaultTPS = 60
|
|
|
|
// FPS is deprecated as of 1.8.0-alpha: Use DefaultTPS instead.
|
|
const FPS = DefaultTPS
|
|
|
|
// CurrentFPS returns the current number of FPS (frames per second), that represents
|
|
// how many swapping buffer happens per second.
|
|
//
|
|
// On some environments, CurrentFPS doesn't return a reliable value since vsync doesn't work well there.
|
|
// If you want to measure the application's speed, Use CurrentTPS.
|
|
//
|
|
// CurrentFPS is concurrent-safe.
|
|
func CurrentFPS() float64 {
|
|
return clock.CurrentFPS()
|
|
}
|
|
|
|
var (
|
|
isDrawingSkipped = int32(0)
|
|
currentMaxTPS = int32(DefaultTPS)
|
|
)
|
|
|
|
func setDrawingSkipped(skipped bool) {
|
|
v := int32(0)
|
|
if skipped {
|
|
v = 1
|
|
}
|
|
atomic.StoreInt32(&isDrawingSkipped, v)
|
|
}
|
|
|
|
// IsDrawingSkipped returns true if rendering result is not adopted.
|
|
// It is recommended to skip drawing images or screen
|
|
// when IsDrawingSkipped is true.
|
|
//
|
|
// The typical code with IsDrawingSkipped is this:
|
|
//
|
|
// func update(screen *ebiten.Image) error {
|
|
//
|
|
// // Update the state.
|
|
//
|
|
// // When IsDrawingSkipped is true, the rendered result is not adopted.
|
|
// // Skip rendering then.
|
|
// if ebiten.IsDrawingSkipped() {
|
|
// return nil
|
|
// }
|
|
//
|
|
// // Draw something to the screen.
|
|
//
|
|
// return nil
|
|
// }
|
|
//
|
|
// IsDrawingSkipped is concurrent-safe.
|
|
func IsDrawingSkipped() bool {
|
|
return atomic.LoadInt32(&isDrawingSkipped) != 0
|
|
}
|
|
|
|
// IsRunningSlowly is deprecated as of 1.8.0-alpha.
|
|
// Use IsDrawingSkipped instead.
|
|
func IsRunningSlowly() bool {
|
|
return IsDrawingSkipped()
|
|
}
|
|
|
|
// Run runs the game.
|
|
// f is a function which is called at every frame.
|
|
// The argument (*Image) is the render target that represents the screen.
|
|
// The screen size is based on the given values (width and height).
|
|
//
|
|
// A window size is based on the given values (width, height and scale).
|
|
//
|
|
// scale is used to enlarge the screen on desktops.
|
|
// scale is ignored on browsers or mobiles.
|
|
// Note that the actual screen is multiplied not only by the given scale but also
|
|
// by the device scale on high-DPI display.
|
|
// If you pass inverse of the device scale,
|
|
// you can disable this automatical device scaling as a result.
|
|
// You can get the device scale by DeviceScaleFactor function.
|
|
//
|
|
// On browsers, the scale is automatically adjusted.
|
|
// It is strongly recommended to use iframe if you embed an Ebiten application in your website.
|
|
// scale works as this as of 1.10.0-alpha.
|
|
// Before that, scale affected the rendering scale.
|
|
//
|
|
// On mobiles, if you use ebitenmobile command, the scale is automatically adjusted.
|
|
//
|
|
// Run must be called on the main thread.
|
|
// Note that Ebiten bounds the main goroutine to the main OS thread by runtime.LockOSThread.
|
|
//
|
|
// Ebiten tries to call f 60 times a second by default. In other words,
|
|
// TPS (ticks per second) is 60 by default.
|
|
// This is not related to framerate (display's refresh rate).
|
|
//
|
|
// f is not called when the window is in background by default.
|
|
// This setting is configurable with SetRunnableInBackground.
|
|
//
|
|
// The given scale is ignored on fullscreen mode or gomobile-build mode.
|
|
//
|
|
// On non-GopherJS environments, Run returns error when 1) OpenGL error happens, 2) audio error happens or
|
|
// 3) f returns error. In the case of 3), Run returns the same error.
|
|
//
|
|
// On GopherJS, Run returns immediately.
|
|
// It is because the 'main' goroutine cannot be blocked on GopherJS due to the bug (gopherjs/gopherjs#826).
|
|
// When an error happens, this is shown as an error on the console.
|
|
//
|
|
// The size unit is device-independent pixel.
|
|
//
|
|
// Don't call Run twice or more in one process.
|
|
func Run(f func(*Image) error, width, height int, scale float64, title string) error {
|
|
game := &defaultGame{
|
|
update: (&imageDumper{f: f}).update,
|
|
width: width,
|
|
height: height,
|
|
}
|
|
|
|
theUIContext = newUIContext(game, scale)
|
|
if err := uiDriver().Run(width, height, scale, title, theUIContext, graphicsDriver()); err != nil {
|
|
if err == driver.RegularTermination {
|
|
return nil
|
|
}
|
|
return err
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
// RunWithoutMainLoop runs the game, but don't call the loop on the main (UI) thread.
|
|
// Different from Run, RunWithoutMainLoop returns immediately.
|
|
//
|
|
// Ebiten users should NOT call RunWithoutMainLoop.
|
|
// Instead, functions in github.com/hajimehoshi/ebiten/mobile package calls this.
|
|
func RunWithoutMainLoop(f func(*Image) error, width, height int, scale float64, title string) <-chan error {
|
|
game := &defaultGame{
|
|
update: (&imageDumper{f: f}).update,
|
|
width: width,
|
|
height: height,
|
|
}
|
|
|
|
theUIContext = newUIContext(game, scale)
|
|
return uiDriver().RunWithoutMainLoop(width, height, scale, title, theUIContext, graphicsDriver())
|
|
}
|
|
|
|
// ScreenSizeInFullscreen returns the size in device-independent pixels when the game is fullscreen.
|
|
// The adopted monitor is the 'current' monitor which the window belongs to.
|
|
// The returned value can be given to Run or SetSize function if the perfectly fit fullscreen is needed.
|
|
//
|
|
// On browsers, ScreenSizeInFullscreen returns the 'window' (global object) size, not 'screen' size since an Ebiten game
|
|
// should not know the outside of the window object.
|
|
// For more details, see SetFullscreen API comment.
|
|
//
|
|
// On mobiles, ScreenSizeInFullscreen returns (0, 0) so far.
|
|
//
|
|
// If you use this for screen size with SetFullscreen(true), you can get the fullscreen mode
|
|
// which size is well adjusted with the monitor.
|
|
//
|
|
// w, h := ScreenSizeInFullscreen()
|
|
// ebiten.SetFullscreen(true)
|
|
// ebiten.Run(update, w, h, 1, "title")
|
|
//
|
|
// Furthermore, you can use them with DeviceScaleFactor(), you can get the finest
|
|
// fullscreen mode.
|
|
//
|
|
// s := ebiten.DeviceScaleFactor()
|
|
// w, h := ScreenSizeInFullscreen()
|
|
// ebiten.SetFullscreen(true)
|
|
// ebiten.Run(update, int(float64(w) * s), int(float64(h) * s), 1/s, "title")
|
|
//
|
|
// For actual example, see examples/fullscreen
|
|
//
|
|
// ScreenSizeInFullscreen must be called on the main thread before ebiten.Run, and is concurrent-safe after ebiten.Run.
|
|
func ScreenSizeInFullscreen() (int, int) {
|
|
return uiDriver().ScreenSizeInFullscreen()
|
|
}
|
|
|
|
// MonitorSize is deprecated as of 1.8.0-alpha. Use ScreenSizeInFullscreen instead.
|
|
func MonitorSize() (int, int) {
|
|
return ScreenSizeInFullscreen()
|
|
}
|
|
|
|
// SetScreenSize changes the (logical) size of the screen.
|
|
// SetScreenSize adjusts the window size on desktops without changing its scale.
|
|
//
|
|
// The unit is device-independent pixel.
|
|
//
|
|
// SetScreenSize is concurrent-safe.
|
|
func SetScreenSize(width, height int) {
|
|
if width <= 0 || height <= 0 {
|
|
panic("ebiten: width and height must be positive")
|
|
}
|
|
if theUIContext == nil {
|
|
panic("ebiten: SetScreenSize can't be called before the main loop starts")
|
|
}
|
|
theUIContext.SetScreenSize(width, height)
|
|
}
|
|
|
|
// SetScreenScale changes the scale of the screen on desktops.
|
|
//
|
|
// Note that the actual screen is multiplied not only by the given scale but also
|
|
// by the device scale on high-DPI display.
|
|
// If you pass inverse of the device scale,
|
|
// you can disable this automatical device scaling as a result.
|
|
// You can get the device scale by DeviceScaleFactor function.
|
|
//
|
|
// On browsers, SetScreenScale saves the given value and affects the returned value of ScreenScale,
|
|
// but does not affect actual rendering.
|
|
// SetScreenScale works as this as of 1.10.0-alpha.
|
|
// Before that, SetScreenScale affected the rendering scale.
|
|
//
|
|
// On mobiles, SetScreenScale works, but usually the user doesn't have to call this.
|
|
// Instead, ebitenmobile calls this automatically.
|
|
//
|
|
// SetScreenScale panics if scale is not a positive number.
|
|
//
|
|
// SetScreenScale is concurrent-safe.
|
|
//
|
|
// TODO: Deprecate this function.
|
|
func SetScreenScale(scale float64) {
|
|
if scale <= 0 {
|
|
panic("ebiten: scale must be positive")
|
|
}
|
|
if theUIContext == nil {
|
|
panic("ebiten: SetScreenScale can't be called before the main loop starts")
|
|
}
|
|
theUIContext.setScaleForWindow(scale)
|
|
}
|
|
|
|
// ScreenScale returns the current screen scale.
|
|
//
|
|
// On browsers, this value does not affect actual rendering.
|
|
//
|
|
// If Run is not called, this returns 0.
|
|
//
|
|
// ScreenScale is concurrent-safe.
|
|
//
|
|
// TODO: Deprecate this function.
|
|
func ScreenScale() float64 {
|
|
if theUIContext == nil {
|
|
panic("ebiten: ScreenScale can't be called before the main loop starts")
|
|
}
|
|
return theUIContext.getScaleForWindow()
|
|
}
|
|
|
|
// CursorMode returns the current cursor mode.
|
|
//
|
|
// On browsers, only CursorModeVisible and CursorModeHidden are supported.
|
|
//
|
|
// CursorMode returns CursorModeHidden on mobiles.
|
|
//
|
|
// CursorMode is concurrent-safe.
|
|
func CursorMode() CursorModeType {
|
|
return CursorModeType(uiDriver().CursorMode())
|
|
}
|
|
|
|
// SetCursorMode sets the render and capture mode of the mouse cursor.
|
|
// CursorModeVisible sets the cursor to always be visible.
|
|
// CursorModeHidden hides the system cursor when over the window.
|
|
// CursorModeCaptured hides the system cursor and locks it to the window.
|
|
//
|
|
// On browsers, only CursorModeVisible and CursorModeHidden are supported.
|
|
//
|
|
// SetCursorMode does nothing on mobiles.
|
|
//
|
|
// SetCursorMode is concurrent-safe.
|
|
func SetCursorMode(mode CursorModeType) {
|
|
uiDriver().SetCursorMode(driver.CursorMode(mode))
|
|
}
|
|
|
|
// IsCursorVisible is deprecated as of 1.11.0-alpha. Use CursorMode instead.
|
|
func IsCursorVisible() bool {
|
|
return CursorMode() == CursorModeVisible
|
|
}
|
|
|
|
// SetCursorVisible is deprecated as of 1.11.0-alpha. Use SetCursorMode instead.
|
|
func SetCursorVisible(visible bool) {
|
|
if visible {
|
|
SetCursorMode(CursorModeVisible)
|
|
} else {
|
|
SetCursorMode(CursorModeHidden)
|
|
}
|
|
}
|
|
|
|
// SetCursorVisibility is deprecated as of 1.6.0-alpha. Use SetCursorMode instead.
|
|
func SetCursorVisibility(visible bool) {
|
|
SetCursorVisible(visible)
|
|
}
|
|
|
|
// IsFullscreen reports whether the current mode is fullscreen or not.
|
|
//
|
|
// IsFullscreen always returns false on browsers.
|
|
// IsFullscreen works as this as of 1.10.0-alpha.
|
|
// Before that, IsFullscreen reported whether the current mode is fullscreen or not.
|
|
//
|
|
// IsFullscreen always returns false on mobiles.
|
|
//
|
|
// IsFullscreen is concurrent-safe.
|
|
func IsFullscreen() bool {
|
|
return uiDriver().IsFullscreen()
|
|
}
|
|
|
|
// SetFullscreen changes the current mode to fullscreen or not on desktops.
|
|
//
|
|
// On fullscreen mode, the game screen is automatically enlarged
|
|
// to fit with the monitor. The current scale value is ignored.
|
|
//
|
|
// On desktops, Ebiten uses 'windowed' fullscreen mode, which doesn't change
|
|
// your monitor's resolution.
|
|
//
|
|
// SetFullscreen does nothing on browsers.
|
|
// SetFullscreen works as this as of 1.10.0-alpha.
|
|
// Before that, SetFullscreen affected the fullscreen mode.
|
|
//
|
|
// SetFullscreen does nothing on mobiles.
|
|
//
|
|
// SetFullscreen is concurrent-safe.
|
|
func SetFullscreen(fullscreen bool) {
|
|
uiDriver().SetFullscreen(fullscreen)
|
|
}
|
|
|
|
// IsRunnableInBackground returns a boolean value indicating whether
|
|
// the game runs even in background.
|
|
//
|
|
// IsRunnableInBackground is concurrent-safe.
|
|
func IsRunnableInBackground() bool {
|
|
return uiDriver().IsRunnableInBackground()
|
|
}
|
|
|
|
// SetRunnableInBackground sets the state if the game runs even in background.
|
|
//
|
|
// If the given value is true, the game runs in background e.g. when losing focus.
|
|
// The initial state is false.
|
|
//
|
|
// 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.
|
|
//
|
|
// SetRunnableInBackground does nothing on mobiles so far.
|
|
//
|
|
// SetRunnableInBackground is concurrent-safe.
|
|
func SetRunnableInBackground(runnableInBackground bool) {
|
|
uiDriver().SetRunnableInBackground(runnableInBackground)
|
|
}
|
|
|
|
// 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 ebiten.Run, and is concurrent-safe after ebiten.Run.
|
|
func DeviceScaleFactor() float64 {
|
|
return uiDriver().DeviceScaleFactor()
|
|
}
|
|
|
|
// IsVsyncEnabled returns a boolean value indicating whether
|
|
// the game uses the display's vsync.
|
|
//
|
|
// IsVsyncEnabled is concurrent-safe.
|
|
func IsVsyncEnabled() bool {
|
|
return uiDriver().IsVsyncEnabled()
|
|
}
|
|
|
|
// SetVsyncEnabled sets a boolean value indicating whether
|
|
// the game uses the display's vsync.
|
|
//
|
|
// If the given value is true, the game tries to sync the display's refresh rate.
|
|
// If false, the game ignores the display's refresh rate.
|
|
// The initial value is true.
|
|
// By disabling vsync, the game works more efficiently but consumes more CPU.
|
|
//
|
|
// Note that the state doesn't affect TPS (ticks per second, i.e. how many the run function is
|
|
// updated per second).
|
|
//
|
|
// SetVsyncEnabled does nothing on mobiles so far.
|
|
//
|
|
// SetVsyncEnabled is concurrent-safe.
|
|
func SetVsyncEnabled(enabled bool) {
|
|
uiDriver().SetVsyncEnabled(enabled)
|
|
}
|
|
|
|
// MaxTPS returns the current maximum TPS.
|
|
//
|
|
// MaxTPS is concurrent-safe.
|
|
func MaxTPS() int {
|
|
return int(atomic.LoadInt32(¤tMaxTPS))
|
|
}
|
|
|
|
// CurrentTPS returns the current TPS (ticks per second),
|
|
// that represents how many update function is called in a second.
|
|
//
|
|
// CurrentTPS is concurrent-safe.
|
|
func CurrentTPS() float64 {
|
|
return clock.CurrentTPS()
|
|
}
|
|
|
|
// UncappedTPS is a special TPS value that means the game doesn't have limitation on TPS.
|
|
const UncappedTPS = clock.UncappedTPS
|
|
|
|
// SetMaxTPS sets the maximum TPS (ticks per second),
|
|
// that represents how many updating function is called per second.
|
|
// The initial value is 60.
|
|
//
|
|
// If tps is UncappedTPS, TPS is uncapped and the game is updated per frame.
|
|
// If tps is negative but not UncappedTPS, SetMaxTPS panics.
|
|
//
|
|
// SetMaxTPS is concurrent-safe.
|
|
func SetMaxTPS(tps int) {
|
|
if tps < 0 && tps != UncappedTPS {
|
|
panic("ebiten: tps must be >= 0 or UncappedTPS")
|
|
}
|
|
atomic.StoreInt32(¤tMaxTPS, int32(tps))
|
|
}
|
|
|
|
// IsScreenTransparent reports whether the window is transparent.
|
|
func IsScreenTransparent() bool {
|
|
return uiDriver().IsScreenTransparent()
|
|
}
|
|
|
|
// SetScreenTransparent sets the state if the window is transparent.
|
|
//
|
|
// SetScreenTransparent panics if SetScreenTransparent is called after Run.
|
|
//
|
|
// SetScreenTransparent does nothing on mobiles.
|
|
func SetScreenTransparent(transparent bool) {
|
|
uiDriver().SetScreenTransparent(transparent)
|
|
}
|