mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-26 03:38:55 +01:00
282 lines
7.2 KiB
Go
282 lines
7.2 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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"errors"
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"sync"
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"time"
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"github.com/hajimehoshi/ebiten/internal/ui"
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)
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type 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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runningSlowly bool
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m sync.RWMutex
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}
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var currentRunContext runContext
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func (c *runContext) startRunning() {
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c.m.Lock()
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defer c.m.Unlock()
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c.running = true
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}
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func (c *runContext) isRunning() bool {
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c.m.Lock()
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defer c.m.Unlock()
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return c.running
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}
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func (c *runContext) endRunning() {
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c.m.Lock()
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defer c.m.Unlock()
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c.running = false
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}
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func (c *runContext) FPS() float64 {
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c.m.RLock()
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defer c.m.RUnlock()
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if !c.running {
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// TODO: Should panic here?
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return 0
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}
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return c.fps
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}
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func (c *runContext) updateFPS(fps float64) {
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c.m.Lock()
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defer c.m.Unlock()
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c.fps = fps
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}
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func (c *runContext) IsRunningSlowly() bool {
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c.m.RLock()
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defer c.m.RUnlock()
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if !c.running {
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// TODO: Should panic here?
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return false
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}
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return c.runningSlowly
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}
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func (c *runContext) setRunningSlowly(isRunningSlowly bool) {
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c.m.Lock()
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defer c.m.Unlock()
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c.runningSlowly = isRunningSlowly
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}
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func (c *runContext) updateScreenSize(g *graphicsContext) error {
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c.m.Lock()
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defer c.m.Unlock()
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if c.newScreenWidth == 0 && c.newScreenHeight == 0 && c.newScreenScale == 0 {
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return nil
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}
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changed := false
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if 0 < c.newScreenWidth || 0 < c.newScreenHeight {
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c := ui.CurrentUI().SetScreenSize(c.newScreenWidth, c.newScreenHeight)
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changed = changed || c
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}
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if 0 < c.newScreenScale {
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c := ui.CurrentUI().SetScreenScale(c.newScreenScale)
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changed = changed || c
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}
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if changed {
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w, h := c.newScreenWidth, c.newScreenHeight
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if err := g.setSize(w, h, ui.CurrentUI().ActualScreenScale()); err != nil {
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return err
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}
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}
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c.newScreenWidth = 0
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c.newScreenHeight = 0
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c.newScreenScale = 0
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return nil
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}
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func (c *runContext) SetScreenSize(width, height int) error {
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c.m.Lock()
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defer c.m.Unlock()
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if !c.running {
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return errors.New("ebiten: SetScreenSize must be called during Run")
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}
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if width <= 0 || height <= 0 {
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return errors.New("ebiten: width and height must be positive")
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}
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c.newScreenWidth = width
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c.newScreenHeight = height
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return nil
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}
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func (c *runContext) SetScreenScale(scale int) error {
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c.m.Lock()
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defer c.m.Unlock()
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if !c.running {
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return errors.New("ebiten: SetScreenScale must be called during Run")
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}
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if scale <= 0 {
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return errors.New("ebiten: scale must be positive")
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}
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c.newScreenScale = scale
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return nil
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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 currentRunContext.FPS()
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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 currentRunContext.IsRunningSlowly()
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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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func Run(f func(*Image) error, width, height, scale int, title string) error {
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ch := make(chan error)
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go func() {
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ch <- run(f, width, height, scale, title)
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}()
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ui.Main()
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return <-ch
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}
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func run(f func(*Image) error, width, height, scale int, title string) error {
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currentRunContext.startRunning()
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defer currentRunContext.endRunning()
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if err := ui.CurrentUI().Start(width, height, scale, title); err != nil {
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return err
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}
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defer ui.CurrentUI().Terminate()
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graphicsContext, err := newGraphicsContext(width, height, ui.CurrentUI().ActualScreenScale())
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if err != nil {
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return err
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}
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if err := theDelayedImageTasks.exec(); err != nil {
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return err
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}
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frames := 0
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n := ui.Now()
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beforeForUpdate := n
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beforeForFPS := n
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for {
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// TODO: setSize should be called after swapping buffers?
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if err := currentRunContext.updateScreenSize(graphicsContext); err != nil {
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return err
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}
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if err := ui.CurrentUI().DoEvents(); err != nil {
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return err
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}
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if ui.CurrentUI().IsClosed() {
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return nil
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}
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now := ui.Now()
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// If beforeForUpdate is too old, we assume that screen is not shown.
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if int64(5*time.Second/FPS) < now-beforeForUpdate {
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currentRunContext.setRunningSlowly(false)
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beforeForUpdate = now
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} else {
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// Note that generally t is a little different from 1/60[sec].
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t := now - beforeForUpdate
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currentRunContext.setRunningSlowly(t*FPS >= int64(time.Second*5/2))
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tt := int(t * FPS / int64(time.Second))
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// As t is not accurate 1/60[sec], errors are accumulated.
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// To make the FPS stable, set tt 1 if t is a little less than 1/60[sec].
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if tt == 0 && (int64(time.Second)/FPS-int64(5*time.Millisecond)) < t {
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tt = 1
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}
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for i := 0; i < tt; i++ {
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if err := ui.CurrentUI().DoEvents(); err != nil {
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return err
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}
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if ui.CurrentUI().IsClosed() {
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return nil
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}
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if err := graphicsContext.update(f); err != nil {
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return err
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}
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}
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ui.CurrentUI().SwapBuffers()
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beforeForUpdate += int64(tt) * int64(time.Second) / FPS
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frames++
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}
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// Calc the current FPS.
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if time.Second <= time.Duration(now-beforeForFPS) {
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currentRunContext.updateFPS(float64(frames) * float64(time.Second) / float64(now-beforeForFPS))
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beforeForFPS = 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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//
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// This function is concurrent-safe.
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func SetScreenSize(width, height int) {
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if err := currentRunContext.SetScreenSize(width, height); err != nil {
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panic(err)
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}
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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 int) {
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if err := currentRunContext.SetScreenScale(scale); err != nil {
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panic(err)
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}
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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() int {
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return ui.CurrentUI().ScreenScale()
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}
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