mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
489 lines
16 KiB
Go
489 lines
16 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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"image"
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"sync/atomic"
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"github.com/hajimehoshi/ebiten/internal/clock"
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"github.com/hajimehoshi/ebiten/internal/ui"
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"github.com/hajimehoshi/ebiten/internal/web"
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)
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var _ = __EBITEN_REQUIRES_GO_VERSION_1_11_OR_LATER__
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// TPS represents a default ticks per second, that represents how many times game updating happens in a second.
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const DefaultTPS = 60
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// FPS is deprecated as of 1.8.0-alpha: Use DefaultTPS instead.
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const FPS = DefaultTPS
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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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// On some environments, CurrentFPS 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 CurrentTPS.
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//
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// CurrentFPS is concurrent-safe.
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func CurrentFPS() float64 {
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return clock.CurrentFPS()
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}
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var (
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isDrawingSkipped = int32(0)
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currentMaxTPS = int32(DefaultTPS)
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isRunning = int32(0)
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)
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func setDrawingSkipped(skipped bool) {
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v := int32(0)
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if skipped {
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v = 1
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}
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atomic.StoreInt32(&isDrawingSkipped, v)
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}
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// IsDrawingSkipped returns true if rendering result is not adopted.
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// It is recommended to skip drawing images or screen
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// when IsDrawingSkipped is true.
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//
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// The typical code with IsDrawingSkipped is this:
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//
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// func update(screen *ebiten.Image) error {
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//
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// // Update the state.
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//
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// // When IsDrawingSkipped is true, the rendered result is not adopted.
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// // Skip rendering then.
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// if ebiten.IsDrawingSkipped() {
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// return nil
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// }
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//
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// // Draw something to the screen.
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//
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// return nil
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// }
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//
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// IsDrawingSkipped is concurrent-safe.
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func IsDrawingSkipped() bool {
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return atomic.LoadInt32(&isDrawingSkipped) != 0
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}
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// IsRunningSlowly is deprecated as of 1.8.0-alpha.
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// Use IsDrawingSkipped instead.
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func IsRunningSlowly() bool {
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return IsDrawingSkipped()
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}
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var theGraphicsContext atomic.Value
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func run(width, height int, scale float64, title string, g *graphicsContext, mainloop bool) error {
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atomic.StoreInt32(&isRunning, 1)
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// On GopherJS, run returns immediately.
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if !web.IsGopherJS() {
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defer atomic.StoreInt32(&isRunning, 0)
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}
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if err := ui.Run(width, height, scale, title, g, mainloop); err != nil {
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if err == ui.RegularTermination {
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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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// 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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// The screen size is based on the given values (width and height).
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//
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// A window size is based on the given values (width, height and scale).
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// scale is used to enlarge the screen.
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// Note that the actual screen is multiplied not only by the given scale but also
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// by the device scale on high-DPI display.
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// If you pass inverse of the device scale,
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// you can disable this automatical device scaling as a result.
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// You can get the device scale by DeviceScaleFactor function.
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//
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// Run must be called on 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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// Ebiten tries to call f 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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// f is not called when the window is in background by default.
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// This setting is configurable with SetRunnableInBackground.
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//
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// The given scale is ignored on fullscreen mode or gomobile-build mode.
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//
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// On non-GopherJS environments, Run returns error when 1) OpenGL error happens, 2) audio error happens or
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// 3) f returns error. In the case of 3), Run returns the same error.
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//
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// On GopherJS, Run returns immediately.
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// It is because the 'main' goroutine cannot be blocked on GopherJS due to the bug (gopherjs/gopherjs#826).
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// When an error happens, this is shown as an error on the console.
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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 Run twice or more in one process.
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func Run(f func(*Image) error, width, height int, scale float64, title string) error {
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f = (&imageDumper{f: f}).update
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ch := make(chan error)
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go func() {
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defer close(ch)
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g := newGraphicsContext(f)
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theGraphicsContext.Store(g)
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if err := run(width, height, scale, title, g, true); err != nil {
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ch <- err
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return
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}
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}()
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// TODO: Use context in Go 1.7?
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if err := ui.Loop(ch); err != nil {
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return err
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}
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return nil
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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, RunWithoutMainLoop returns immediately.
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//
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// Ebiten users should NOT call RunWithoutMainLoop.
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// Instead, functions in github.com/hajimehoshi/ebiten/mobile package calls this.
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func RunWithoutMainLoop(f func(*Image) error, width, height int, scale float64, title string) <-chan error {
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f = (&imageDumper{f: f}).update
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ch := make(chan error)
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go func() {
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defer close(ch)
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g := newGraphicsContext(f)
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theGraphicsContext.Store(g)
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if err := run(width, height, scale, title, g, false); err != nil {
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ch <- err
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return
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}
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}()
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return ch
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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 Run or 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 since an Ebiten game
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// should not know the outside of the window object.
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// For more details, see SetFullscreen API comment.
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//
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// On mobiles, ScreenSizeInFullscreen returns (0, 0) so far.
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//
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// If you use this for screen size with SetFullscreen(true), you can get the fullscreen mode
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// which size is well adjusted with the monitor.
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//
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// w, h := ScreenSizeInFullscreen()
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// ebiten.SetFullscreen(true)
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// ebiten.Run(update, w, h, 1, "title")
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//
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// Furthermore, you can use them with DeviceScaleFactor(), you can get the finest
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// fullscreen mode.
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//
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// s := ebiten.DeviceScaleFactor()
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// w, h := ScreenSizeInFullscreen()
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// ebiten.SetFullscreen(true)
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// ebiten.Run(update, int(float64(w) * s), int(float64(h) * s), 1/s, "title")
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//
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// For actual example, see examples/fullscreen
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//
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// ScreenSizeInFullscreen must be called on the main thread before ebiten.Run, and is concurrent-safe after ebiten.Run.
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func ScreenSizeInFullscreen() (int, int) {
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return ui.ScreenSizeInFullscreen()
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}
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// MonitorSize is deprecated as of 1.8.0-alpha. Use ScreenSizeInFullscreen instead.
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func MonitorSize() (int, int) {
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return ScreenSizeInFullscreen()
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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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// SetScreenSize 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.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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// Note that the actual screen is multiplied not only by the given scale but also
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// by the device scale on high-DPI display.
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// If you pass inverse of the device scale,
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// you can disable this automatical device scaling as a result.
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// You can get the device scale by DeviceScaleFactor function.
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//
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// SetScreenScale 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.SetScreenScale(scale)
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}
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// ScreenScale returns the current screen scale.
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//
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// If Run is not called, this returns 0.
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//
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// ScreenScale is concurrent-safe.
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func ScreenScale() float64 {
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return ui.ScreenScale()
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}
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// IsCursorVisible returns a boolean value indicating whether
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// the cursor is visible or not.
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//
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// IsCursorVisible always returns false on mobiles.
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//
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// IsCursorVisible is concurrent-safe.
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func IsCursorVisible() bool {
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return ui.IsCursorVisible()
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}
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// SetCursorVisible changes the state of cursor visiblity.
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//
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// SetCursorVisible does nothing on mobiles.
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//
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// SetCursorVisible is concurrent-safe.
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func SetCursorVisible(visible bool) {
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ui.SetCursorVisible(visible)
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}
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// SetCursorVisibility is deprecated as of 1.6.0-alpha. Use SetCursorVisible instead.
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func SetCursorVisibility(visible bool) {
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SetCursorVisible(visible)
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}
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// IsFullscreen returns a boolean value indicating whether
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// 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.IsFullscreen()
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}
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// SetFullscreen changes the current mode to fullscreen or not.
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//
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// On 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, Ebiten 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, the game screen is resized to fit with the body element (client) size.
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// Additionally, the game screen is automatically resized when the body element is resized.
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// Note that this has nothing to do with 'screen' which is outside of 'window'.
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// It is recommended to put Ebiten game in an iframe, and if you want to make the game 'fullscreen'
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// on browsers with Fullscreen API, you can do this by applying the API to the iframe.
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//
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// SetFullscreen does nothing on mobiles.
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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.SetFullscreen(fullscreen)
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}
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// IsRunnableInBackground returns a boolean value indicating whether
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// the game runs even in background.
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//
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// IsRunnableInBackground is concurrent-safe.
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func IsRunnableInBackground() bool {
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return ui.IsRunnableInBackground()
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}
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// SetWindowDecorated sets the state if the window is decorated.
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//
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// The window is decorated by default.
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//
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// SetWindowDecorated works only on desktops.
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// SetWindowDecorated does nothing on other platforms.
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//
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// SetWindowDecorated panics if SetWindowDecorated is called after Run.
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//
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// SetWindowDecorated is concurrent-safe.
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func SetWindowDecorated(decorated bool) {
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ui.SetWindowDecorated(decorated)
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}
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// IsWindowDecorated reports whether the window is decorated.
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//
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// IsWindowDecorated is concurrent-safe.
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func IsWindowDecorated() bool {
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return ui.IsWindowDecorated()
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}
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// setWindowResizable is unexported until specification is determined (#320)
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//
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// setWindowResizable sets the state if the window is resizable.
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//
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// The window is not resizable by default.
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//
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// When the window is resizable, the image size given via the update function can be changed by resizing.
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//
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// setWindowResizable works only on desktops.
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// setWindowResizable does nothing on other platforms.
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//
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// setWindowResizable panics if setWindowResizable is called after Run.
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//
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// setWindowResizable is concurrent-safe.
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func setWindowResizable(resizable bool) {
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ui.SetWindowResizable(resizable)
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}
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// IsWindowResizable reports whether the window is resizable.
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//
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// IsWindowResizable is concurrent-safe.
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func IsWindowResizable() bool {
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return ui.IsWindowResizable()
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}
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// SetRunnableInBackground sets the state if the game runs even in background.
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//
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// If the given value is true, the game runs in background e.g. when losing focus.
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// The initial state is false.
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//
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// Known issue: On browsers, even if the state is on, the game doesn't run in background tabs.
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// This is because browsers throttles background tabs not to often update.
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//
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// SetRunnableInBackground does nothing on mobiles so far.
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//
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// SetRunnableInBackground is concurrent-safe.
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func SetRunnableInBackground(runnableInBackground bool) {
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ui.SetRunnableInBackground(runnableInBackground)
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}
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// SetWindowTitle sets the title of the window.
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//
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// SetWindowTitle does nothing on mobiles.
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//
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// SetWindowTitle is concurrent-safe.
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func SetWindowTitle(title string) {
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ui.SetWindowTitle(title)
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}
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// SetWindowIcon sets the icon of the game window.
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//
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// If len(iconImages) is 0, SetWindowIcon reverts the icon to the default one.
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//
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// For desktops, see the document of glfwSetWindowIcon of GLFW 3.2:
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//
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// This function sets the icon of the specified window.
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// If passed an array of candidate images, those of or closest to the sizes
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// desired by the system are selected.
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// If no images are specified, the window reverts to its default icon.
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//
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// The desired image sizes varies depending on platform and system settings.
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// The selected images will be rescaled as needed.
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// Good sizes include 16x16, 32x32 and 48x48.
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//
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// As macOS windows don't have icons, SetWindowIcon doesn't work on macOS.
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//
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// SetWindowIcon doesn't work on browsers or mobiles.
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//
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// SetWindowIcon is concurrent-safe.
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func SetWindowIcon(iconImages []image.Image) {
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ui.SetWindowIcon(iconImages)
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}
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// DeviceScaleFactor returns a device scale factor value of the current monitor which the window belongs to.
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//
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// DeviceScaleFactor returns a meaningful value on high-DPI display environment,
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// otherwise DeviceScaleFactor returns 1.
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//
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// DeviceScaleFactor might panic on init function on some devices like Android.
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// Then, it is not recommended to call DeviceScaleFactor from init functions.
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//
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// DeviceScaleFactor must be called on the main thread before ebiten.Run, and is concurrent-safe after ebiten.Run.
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func DeviceScaleFactor() float64 {
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return ui.DeviceScaleFactor()
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}
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// IsVsyncEnabled returns a boolean value indicating whether
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// the game uses the display's vsync.
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//
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// IsVsyncEnabled is concurrent-safe.
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func IsVsyncEnabled() bool {
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return ui.IsVsyncEnabled()
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}
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// SetVsyncEnabled sets a boolean value indicating whether
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// the game uses the display's vsync.
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//
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// If the given value is true, the game tries to sync the display's refresh rate.
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// If false, the game ignores the display's refresh rate.
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// The initial value is true.
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// By disabling vsync, the game works more efficiently but consumes more CPU.
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//
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// Note that the state doesn't affect TPS (ticks per second, i.e. how many the run function is
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// updated per second).
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//
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// SetVsyncEnabled does nothing on mobiles so far.
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//
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// SetVsyncEnabled is concurrent-safe.
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func SetVsyncEnabled(enabled bool) {
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ui.SetVsyncEnabled(enabled)
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}
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// MaxTPS returns the current maximum TPS.
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//
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// MaxTPS is concurrent-safe.
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func MaxTPS() int {
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return int(atomic.LoadInt32(¤tMaxTPS))
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}
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// CurrentTPS returns the current TPS (ticks per second),
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// that represents how many update function is called in a second.
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//
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// CurrentTPS is concurrent-safe.
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func CurrentTPS() float64 {
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return clock.CurrentTPS()
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}
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// UncappedTPS is a special TPS value that means the game doesn't have limitation on TPS.
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const UncappedTPS = clock.UncappedTPS
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// SetMaxTPS sets the maximum TPS (ticks per second),
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// that represents how many updating function is called per second.
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// The initial value is 60.
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//
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// If tps is UncappedTPS, TPS is uncapped and the game is updated per frame.
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// If tps is negative but not UncappedTPS, SetMaxTPS panics.
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//
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// SetMaxTPS is concurrent-safe.
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func SetMaxTPS(tps int) {
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if tps < 0 && tps != UncappedTPS {
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panic("ebiten: tps must be >= 0 or UncappedTPS")
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}
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atomic.StoreInt32(¤tMaxTPS, int32(tps))
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}
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