mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
154 lines
4.1 KiB
Go
154 lines
4.1 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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audio "github.com/hajimehoshi/ebiten/exp/audio/internal"
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"github.com/hajimehoshi/ebiten/internal/ui"
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"time"
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)
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var runContext = &struct {
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running bool
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fps float64
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newScreenWidth int
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newScreenHeight int
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newScreenScale int
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}{}
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// CurrentFPS returns the current number of rendering per second.
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// Be careful this is different from the 'game' FPS (the number of calling your callback (f in Run) per second).
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func CurrentFPS() float64 {
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return runContext.fps
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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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//
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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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func Run(f func(*Image) error, width, height, scale int, title string) error {
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runContext.running = true
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defer func() {
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runContext.running = false
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}()
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actualScale, err := ui.Start(width, height, scale, title)
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if err != nil {
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return err
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}
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defer ui.Terminate()
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graphicsContext, err := newGraphicsContext(width, height, actualScale)
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if err != nil {
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return err
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}
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frames := 0
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gameTime := ui.Now()
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before := ui.Now()
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for {
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if 0 < runContext.newScreenWidth || 0 < runContext.newScreenHeight || 0 < runContext.newScreenScale {
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changed := false
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actualScale := 0
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if 0 < runContext.newScreenWidth || 0 < runContext.newScreenHeight {
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c, a := ui.SetScreenSize(runContext.newScreenWidth, runContext.newScreenHeight)
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changed = changed || c
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actualScale = a
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}
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if 0 < runContext.newScreenScale {
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c, a := ui.SetScreenScale(runContext.newScreenScale)
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changed = changed || c
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// actualScale of SetScreenState is more reliable than one of SetScreenSize
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actualScale = a
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}
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if changed {
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w, h := runContext.newScreenWidth, runContext.newScreenHeight
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if err := graphicsContext.setSize(w, h, actualScale); err != nil {
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return err
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}
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}
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}
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runContext.newScreenWidth = 0
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runContext.newScreenHeight = 0
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runContext.newScreenScale = 0
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if err := ui.DoEvents(); err != nil {
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return err
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}
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if ui.IsClosed() {
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return nil
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}
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now := ui.Now()
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// If gameTime is too old, we assume that screen is not shown.
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if int64(5*time.Second/60) < now-gameTime {
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gameTime = now
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}
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for gameTime < now {
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gameTime += int64(time.Second / 60)
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if err := graphicsContext.preUpdate(); err != nil {
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return err
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}
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if err := f(graphicsContext.screen); err != nil {
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return err
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}
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audio.Tick()
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}
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if err := graphicsContext.postUpdate(); err != nil {
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return err
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}
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ui.SwapBuffers()
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// Calc the current FPS.
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now = ui.Now()
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frames++
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if time.Second <= time.Duration(now-before) {
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runContext.fps = float64(frames) * float64(time.Second) / float64(now-before)
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before = now
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frames = 0
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}
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}
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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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func SetScreenSize(width, height int) {
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if !runContext.running {
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panic("SetScreenSize must be called during Run")
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}
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if width <= 0 || height <= 0 {
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panic("width and height must be positive")
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}
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runContext.newScreenWidth = width
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runContext.newScreenHeight = height
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}
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// SetScreenSize changes the scale of the screen.
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func SetScreenScale(scale int) {
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if !runContext.running {
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panic("SetScreenScale must be called during Run")
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}
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if scale <= 0 {
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panic("scale must be positive")
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}
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runContext.newScreenScale = scale
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}
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