mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 13:07:26 +01:00
308 lines
9.2 KiB
Go
308 lines
9.2 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 (
|
|
"image"
|
|
"sync/atomic"
|
|
|
|
"github.com/hajimehoshi/ebiten/internal/audiobinding"
|
|
"github.com/hajimehoshi/ebiten/internal/clock"
|
|
"github.com/hajimehoshi/ebiten/internal/devicescale"
|
|
"github.com/hajimehoshi/ebiten/internal/ui"
|
|
)
|
|
|
|
// FPS represents how many times game updating happens in a second (60).
|
|
const FPS = clock.FPS
|
|
|
|
// CurrentFPS returns the current number of frames per second of rendering.
|
|
//
|
|
// The returned value represents how many times rendering happens in a 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.
|
|
//
|
|
// This function is concurrent-safe.
|
|
func CurrentFPS() float64 {
|
|
return clock.CurrentFPS()
|
|
}
|
|
|
|
var (
|
|
isRunningSlowly = int32(0)
|
|
)
|
|
|
|
func setRunningSlowly(slow bool) {
|
|
v := int32(0)
|
|
if slow {
|
|
v = 1
|
|
}
|
|
atomic.StoreInt32(&isRunningSlowly, v)
|
|
}
|
|
|
|
// 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 screen,
|
|
// when IsRunningSlowly is true.
|
|
//
|
|
// This function is concurrent-safe.
|
|
func IsRunningSlowly() bool {
|
|
return atomic.LoadInt32(&isRunningSlowly) != 0
|
|
}
|
|
|
|
var theGraphicsContext atomic.Value
|
|
|
|
func run(width, height int, scale float64, title string, g *graphicsContext) error {
|
|
if err := ui.Run(width, height, scale, title, &updater{g}); err != nil {
|
|
if _, ok := err.(*ui.RegularTermination); ok {
|
|
return nil
|
|
}
|
|
return err
|
|
}
|
|
return nil
|
|
}
|
|
|
|
type updater struct {
|
|
g *graphicsContext
|
|
}
|
|
|
|
func (u *updater) SetSize(width, height int, scale float64) {
|
|
u.g.SetSize(width, height, scale)
|
|
}
|
|
|
|
func (u *updater) Update(afterFrameUpdate func()) error {
|
|
select {
|
|
case err := <-audiobinding.Error():
|
|
return err
|
|
default:
|
|
}
|
|
n := clock.Update()
|
|
if err := u.g.Update(n, afterFrameUpdate); err != nil {
|
|
return err
|
|
}
|
|
return nil
|
|
}
|
|
|
|
func (u *updater) Invalidate() {
|
|
u.g.Invalidate()
|
|
}
|
|
|
|
// 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.
|
|
// The screen size is based on the given values (width and height).
|
|
//
|
|
// A window size is based on the given values (width, height and scale).
|
|
// scale is used to enlarge the screen.
|
|
// Note that the actual screen is multiplied not only by the given scale but also
|
|
// by the device scale on high-DPI display.
|
|
// If you pass inverse of the device scale,
|
|
// you can disable this automatical device scaling as a result.
|
|
// You can get the device scale by DeviceScaleFactor function.
|
|
//
|
|
// Run must be called from the OS 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 window is in background by default.
|
|
// This setting is configurable with SetRunnableInBackground.
|
|
//
|
|
// The given scale is ignored on fullscreen mode.
|
|
//
|
|
// Run returns error when 1) OpenGL error happens, 2) audio error happens or 3) f returns error.
|
|
// In the case of 3), Run returns the same error.
|
|
//
|
|
// The size unit is device-independent pixel.
|
|
//
|
|
// Don't call Run twice or more in one process.
|
|
func Run(f func(*Image) error, width, height int, scale float64, title string) error {
|
|
ch := make(chan error)
|
|
go func() {
|
|
defer close(ch)
|
|
|
|
g := newGraphicsContext(f)
|
|
theGraphicsContext.Store(g)
|
|
if err := run(width, height, scale, title, g); err != nil {
|
|
ch <- err
|
|
return
|
|
}
|
|
}()
|
|
// TODO: Use context in Go 1.7?
|
|
if err := ui.RunMainThreadLoop(ch); err != nil {
|
|
return err
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// RunWithoutMainLoop runs the game, but don't call the loop on the main (UI) thread.
|
|
// Different from Run, this function returns immediately.
|
|
//
|
|
// Typically, Ebiten users don't have to call this directly.
|
|
// Instead, functions in github.com/hajimehoshi/ebiten/mobile module call this.
|
|
func RunWithoutMainLoop(f func(*Image) error, width, height int, scale float64, title string) <-chan error {
|
|
ch := make(chan error)
|
|
go func() {
|
|
defer close(ch)
|
|
|
|
g := newGraphicsContext(f)
|
|
theGraphicsContext.Store(g)
|
|
if err := run(width, height, scale, title, g); err != nil {
|
|
ch <- err
|
|
return
|
|
}
|
|
}()
|
|
return ch
|
|
}
|
|
|
|
// SetScreenSize changes the (logical) size of the screen.
|
|
// This doesn't affect the current scale of the screen.
|
|
//
|
|
// Unit is device-independent pixel.
|
|
//
|
|
// This function is concurrent-safe.
|
|
func SetScreenSize(width, height int) {
|
|
if width <= 0 || height <= 0 {
|
|
panic("ebiten: width and height must be positive")
|
|
}
|
|
ui.SetScreenSize(width, height)
|
|
}
|
|
|
|
// SetScreenScale changes the scale of the screen.
|
|
//
|
|
// Note that the actual screen is multiplied not only by the given scale but also
|
|
// by the device scale on high-DPI display.
|
|
// If you pass inverse of the device scale,
|
|
// you can disable this automatical device scaling as a result.
|
|
// You can get the device scale by DeviceScaleFactor function.
|
|
//
|
|
// This function is concurrent-safe.
|
|
func SetScreenScale(scale float64) {
|
|
if scale <= 0 {
|
|
panic("ebiten: scale must be positive")
|
|
}
|
|
ui.SetScreenScale(scale)
|
|
}
|
|
|
|
// ScreenScale returns the current screen scale.
|
|
//
|
|
// If Run is not called, this returns 0.
|
|
//
|
|
// This function is concurrent-safe.
|
|
func ScreenScale() float64 {
|
|
return ui.ScreenScale()
|
|
}
|
|
|
|
// IsCursorVisible returns a boolean value indicating whether
|
|
// the cursor is visible or not.
|
|
//
|
|
// IsCursorVisible always returns false on mobiles.
|
|
//
|
|
// This function is concurrent-safe.
|
|
func IsCursorVisible() bool {
|
|
return ui.IsCursorVisible()
|
|
}
|
|
|
|
// SetCursorVisibility changes the state of cursor visiblity.
|
|
//
|
|
// SetCursorVisibility does nothing on mobiles.
|
|
//
|
|
// This function is concurrent-safe.
|
|
func SetCursorVisibility(visible bool) {
|
|
ui.SetCursorVisibility(visible)
|
|
}
|
|
|
|
// IsFullscreen returns a boolean value indicating whether
|
|
// the current mode is fullscreen or not.
|
|
//
|
|
// IsFullscreen always returns false on mobiles.
|
|
//
|
|
// This function is concurrent-safe.
|
|
func IsFullscreen() bool {
|
|
return ui.IsFullscreen()
|
|
}
|
|
|
|
// SetFullscreen changes the current mode to fullscreen or not.
|
|
//
|
|
// On fullscreen mode, the game screen is automatically enlarged
|
|
// to fit with the monitor. The current scale value is ignored.
|
|
//
|
|
// On desktops, Ebiten uses 'windowed' fullscreen mode, which doesn't change
|
|
// your monitor's resolution.
|
|
//
|
|
// On browsers, the game screen is resized to fit with the body element (client) size.
|
|
// Additionally, the game screen is automatically resized when the body element is resized.
|
|
//
|
|
// SetFullscreen does nothing on mobiles.
|
|
//
|
|
// This function is concurrent-safe.
|
|
func SetFullscreen(fullscreen bool) {
|
|
ui.SetFullscreen(fullscreen)
|
|
}
|
|
|
|
// IsRunnableInBackground returns a boolean value indicating whether the game runs even in background.
|
|
//
|
|
// This function is concurrent-safe.
|
|
func IsRunnableInBackground() bool {
|
|
return ui.IsRunnableInBackground()
|
|
}
|
|
|
|
// SetRunnableInBackground sets the state if the game runs even in background.
|
|
//
|
|
// If the given value is true, the game runs in background e.g. when losing focus.
|
|
// The initial state is false.
|
|
//
|
|
// Known issue: On browsers, even if the state is on, the game doesn't run in background tabs.
|
|
// This is because browsers throttles background tabs not to often update.
|
|
//
|
|
// SetRunnableInBackground does nothing on mobiles so far.
|
|
//
|
|
// This function is concurrent-safe.
|
|
func SetRunnableInBackground(runnableInBackground bool) {
|
|
ui.SetRunnableInBackground(runnableInBackground)
|
|
}
|
|
|
|
// SetWindowIcon sets the icon of the game window.
|
|
//
|
|
// If len(iconImages) is 0, SetWindowIcon reverts the icon to the default one.
|
|
//
|
|
// For desktops, see the document of glfwSetWindowIcon of GLFW 3.2:
|
|
//
|
|
// This function sets the icon of the specified window.
|
|
// If passed an array of candidate images, those of or closest to the sizes
|
|
// desired by the system are selected.
|
|
// If no images are specified, the window reverts to its default icon.
|
|
//
|
|
// The desired image sizes varies depending on platform and system settings.
|
|
// The selected images will be rescaled as needed.
|
|
// Good sizes include 16x16, 32x32 and 48x48.
|
|
//
|
|
// As macOS windows don't have icons, SetWindowIcon doesn't work on macOS.
|
|
//
|
|
// SetWindowIcon doesn't work on browsers or mobiles.
|
|
//
|
|
// This function is concurrent-safe.
|
|
func SetWindowIcon(iconImages []image.Image) {
|
|
ui.SetWindowIcon(iconImages)
|
|
}
|
|
|
|
// DeviceScaleFactor returns a device scale value.
|
|
//
|
|
// DeviceScaleFactor returns a meaningful value on high-DPI display environment,
|
|
// otherwise DeviceScaleFactor returns 1.
|
|
//
|
|
// This function is concurrent-safe.
|
|
func DeviceScaleFactor() float64 {
|
|
return devicescale.DeviceScale()
|
|
}
|