mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 13:07:26 +01:00
160 lines
4.4 KiB
Go
160 lines
4.4 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 (
|
|
"time"
|
|
|
|
"github.com/hajimehoshi/ebiten/internal/ui"
|
|
)
|
|
|
|
var runContext = &struct {
|
|
running bool
|
|
fps float64
|
|
newScreenWidth int
|
|
newScreenHeight int
|
|
newScreenScale int
|
|
isRunningSlowly bool
|
|
}{}
|
|
|
|
// CurrentFPS returns the current number of frames per second.
|
|
func CurrentFPS() float64 {
|
|
return runContext.fps
|
|
}
|
|
|
|
// IsRunningSlowly returns true if the game is running too slowly to keep 60 FPS.
|
|
// The game screen is not updated when IsRunningSlowly is true.
|
|
// It is recommended to skip heavy processing, especially drawing, when IsRunningSlowly is true.
|
|
func IsRunningSlowly() bool {
|
|
return runContext.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.
|
|
//
|
|
// 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 {
|
|
runContext.running = true
|
|
defer func() {
|
|
runContext.running = false
|
|
}()
|
|
|
|
if err := ui.Start(width, height, scale, title); err != nil {
|
|
return err
|
|
}
|
|
defer ui.Terminate()
|
|
|
|
glContext.Check()
|
|
graphicsContext, err := newGraphicsContext(width, height, ui.ActualScale())
|
|
if err != nil {
|
|
return err
|
|
}
|
|
|
|
frames := 0
|
|
now := ui.Now()
|
|
beforeForUpdate := now
|
|
beforeForFPS := now
|
|
for {
|
|
// TODO: setSize should be called after swapping buffers?
|
|
if 0 < runContext.newScreenWidth || 0 < runContext.newScreenHeight || 0 < runContext.newScreenScale {
|
|
changed := false
|
|
if 0 < runContext.newScreenWidth || 0 < runContext.newScreenHeight {
|
|
c := ui.SetScreenSize(runContext.newScreenWidth, runContext.newScreenHeight)
|
|
changed = changed || c
|
|
}
|
|
if 0 < runContext.newScreenScale {
|
|
c := ui.SetScreenScale(runContext.newScreenScale)
|
|
changed = changed || c
|
|
}
|
|
if changed {
|
|
w, h := runContext.newScreenWidth, runContext.newScreenHeight
|
|
if err := graphicsContext.setSize(w, h, ui.ActualScale()); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
}
|
|
runContext.newScreenWidth = 0
|
|
runContext.newScreenHeight = 0
|
|
runContext.newScreenScale = 0
|
|
|
|
if err := ui.DoEvents(); err != nil {
|
|
return err
|
|
}
|
|
if ui.IsClosed() {
|
|
return nil
|
|
}
|
|
now := ui.Now()
|
|
// If beforeForUpdate is too old, we assume that screen is not shown.
|
|
runContext.isRunningSlowly = false
|
|
if int64(5*time.Second/60) < now-beforeForUpdate {
|
|
beforeForUpdate = now
|
|
} else {
|
|
c := float64(now-beforeForUpdate) * 60 / float64(time.Second)
|
|
runContext.isRunningSlowly = c >= 2.5
|
|
for i := 0; i < int(c); i++ {
|
|
if err := ui.DoEvents(); err != nil {
|
|
return err
|
|
}
|
|
if ui.IsClosed() {
|
|
return nil
|
|
}
|
|
if err := graphicsContext.update(f); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
beforeForUpdate += int64(c) * int64(time.Second/60)
|
|
ui.SwapBuffers()
|
|
}
|
|
|
|
// Calc the current FPS.
|
|
now = ui.Now()
|
|
frames++
|
|
if time.Second <= time.Duration(now-beforeForFPS) {
|
|
runContext.fps = float64(frames) * float64(time.Second) / float64(now-beforeForFPS)
|
|
beforeForFPS = now
|
|
frames = 0
|
|
}
|
|
}
|
|
}
|
|
|
|
// SetScreenSize changes the (logical) size of the screen.
|
|
// This doesn't affect the current scale of the screen.
|
|
func SetScreenSize(width, height int) {
|
|
if !runContext.running {
|
|
panic("SetScreenSize must be called during Run")
|
|
}
|
|
if width <= 0 || height <= 0 {
|
|
panic("width and height must be positive")
|
|
}
|
|
runContext.newScreenWidth = width
|
|
runContext.newScreenHeight = height
|
|
}
|
|
|
|
// SetScreenSize changes the scale of the screen.
|
|
func SetScreenScale(scale int) {
|
|
if !runContext.running {
|
|
panic("SetScreenScale must be called during Run")
|
|
}
|
|
if scale <= 0 {
|
|
panic("scale must be positive")
|
|
}
|
|
runContext.newScreenScale = scale
|
|
}
|