mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-26 03:38:55 +01:00
130 lines
3.8 KiB
Go
130 lines
3.8 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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"sync/atomic"
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"github.com/hajimehoshi/ebiten/internal/loop"
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"github.com/hajimehoshi/ebiten/internal/ui"
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)
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// FPS represents how many times game updating happens in a second.
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const FPS = 60
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// CurrentFPS returns the current number of frames per second of rendering.
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//
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// This function is concurrent-safe.
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//
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// This value represents how many times rendering happens in 1/60 second and
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// NOT how many times logical game updating (a passed function to Run) happens.
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// Note that logical game updating is assured to happen 60 times in a second
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// as long as the screen is active.
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func CurrentFPS() float64 {
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return loop.CurrentFPS()
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}
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var (
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isRunningSlowly = int32(0)
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)
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func setRunningSlowly(slow bool) {
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v := int32(0)
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if slow {
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v = 1
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}
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atomic.StoreInt32(&isRunningSlowly, v)
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}
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// IsRunningSlowly returns true if the game is running too slowly to keep 60 FPS of rendering.
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// The game screen is not updated when IsRunningSlowly is true.
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// It is recommended to skip heavy processing, especially drawing, when IsRunningSlowly is true.
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//
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// This function is concurrent-safe.
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func IsRunningSlowly() bool {
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return atomic.LoadInt32(&isRunningSlowly) != 0
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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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// Note that ebiten bounds the main goroutine to the main OS thread by runtime.LockOSThread.
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//
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// The given function f is guaranteed to be called 60 times a second
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// even if a rendering frame is skipped.
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// f is not called when the screen is not shown.
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//
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// The size unit is device-independent pixel.
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func Run(f func(*Image) error, width, height int, scale float64, title string) error {
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ch := make(chan error)
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go func() {
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g := newGraphicsContext(f)
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ch <- loop.Run(g, width, height, scale, title, FPS)
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}()
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ui.Main()
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return <-ch
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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, this function returns immediately.
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//
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// Typically, Ebiten users don't have to call this directly.
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// Instead, functions in github.com/hajimehoshi/ebiten/mobile module call this.
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//
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// The size unit is device-independent pixel.
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func RunWithoutMainLoop(f func(*Image) error, width, height int, scale float64, title string) <-chan error {
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ch := make(chan error)
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go func() {
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g := newGraphicsContext(f)
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if err := loop.Run(g, width, height, scale, title, FPS); err != nil {
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ch <- err
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}
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close(ch)
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}()
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return ch
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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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// This function 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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ui.CurrentUI().SetScreenSize(width, height)
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}
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// SetScreenScale changes the scale of the screen.
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//
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// This function 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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ui.CurrentUI().SetScreenScale(scale)
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}
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// ScreenScale returns the current screen scale.
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//
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// This function is concurrent-safe.
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func ScreenScale() float64 {
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return ui.CurrentUI().ScreenScale()
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}
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