ebiten/run.go
2016-05-18 10:59:37 +09:00

90 lines
2.8 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 (
"github.com/hajimehoshi/ebiten/internal/loop"
)
// FPS represents how many times game updating happens in a second.
const FPS = loop.FPS
// CurrentFPS returns the current number of frames per second of rendering.
//
// This function is concurrent-safe.
//
// This value represents how many times rendering happens in 1/60 second and
// NOT how many times logical game updating (a passed function to Run) happens.
// Note that logical game updating is assured to happen 60 times in a second
// as long as the screen is active.
func CurrentFPS() float64 {
return loop.CurrentFPS()
}
// IsRunningSlowly returns true if the game is running too slowly to keep 60 FPS of rendering.
// The game screen is not updated when IsRunningSlowly is true.
// It is recommended to skip heavy processing, especially drawing, when IsRunningSlowly is true.
//
// This function is concurrent-safe.
func IsRunningSlowly() bool {
return loop.IsRunningSlowly()
}
// 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.
//
// This function must be called from the main thread.
// Note that ebiten bounds the main goroutine to the main OS thread by runtime.LockOSThread.
//
// The given function f is guaranteed to be called 60 times a second
// even if a rendering frame is skipped.
// f is not called when the screen is not shown.
func Run(f func(*Image) error, width, height, scale int, title string) error {
ch := make(chan error)
go func() {
g := newGraphicsContext(f)
ch <- loop.Run(g, width, height, scale, title)
}()
loop.Main()
return <-ch
}
// SetScreenSize changes the (logical) size of the screen.
// This doesn't affect the current scale of the screen.
//
// This function is concurrent-safe.
func SetScreenSize(width, height int) {
if err := loop.SetScreenSize(width, height); err != nil {
panic(err)
}
}
// SetScreenScale changes the scale of the screen.
//
// This function is concurrent-safe.
func SetScreenScale(scale int) {
if err := loop.SetScreenScale(scale); err != nil {
panic(err)
}
}
// ScreenScale returns the current screen scale.
//
// This function is concurrent-safe.
func ScreenScale() int {
return loop.ScreenScale()
}