mirror of
https://github.com/hajimehoshi/ebiten.git
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572 lines
20 KiB
Go
572 lines
20 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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"sync/atomic"
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"github.com/hajimehoshi/ebiten/internal/clock"
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"github.com/hajimehoshi/ebiten/internal/driver"
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)
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// Game defines necessary functions for a game.
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type Game interface {
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// Update updates a game by one tick. The given argument represents a screen image.
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//
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// Basically Update updates the game logic. Whether Update also draws the screen or not depends on the
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// existence of Draw implementation.
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//
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// The Draw function's definition is:
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//
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// Draw(screen *Image)
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//
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// With Draw (the recommended way), Update updates only the game logic and Draw draws the screen.
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// In this case, the argument screen's updated content by Update is not adopted for the actual game screen,
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// and the screen's updated content by Draw is adopted instead.
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//
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// Without Draw (the legacy way), Update updates the game logic and also draws the screen.
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// In this case, the argument screen's updated content by Update is adopted for the actual game screen.
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Update(screen *Image) error
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// Draw draws the game screen by one frame.
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//
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// The give argument represents a screen image. The updated content is adopted as the game screen.
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//
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// Draw is an optional function for backward compatibility.
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//
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// Draw(screen *Image)
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// Layout accepts a native outside size in device-independent pixels and returns the game's logical screen
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// size.
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//
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// On desktops, the outside is a window or a monitor (fullscreen mode). On browsers, the outside is a body
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// element. On mobiles, the outside is the view's size.
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//
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// Even though the outside size and the screen size differ, the rendering scale is automatically adjusted to
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// fit with the outside.
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//
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// Layout is called almost every frame.
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//
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// If Layout returns non-positive numbers, the caller can panic.
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//
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// You can return a fixed screen size if you don't care, or you can also return a calculated screen size
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// adjusted with the given outside size.
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Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int)
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}
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// TPS represents a default ticks per second, that represents how many times game updating happens in a second.
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const DefaultTPS = 60
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// FPS is deprecated as of 1.8.0-alpha: Use DefaultTPS instead.
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const FPS = DefaultTPS
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// CurrentFPS returns the current number of FPS (frames per second), that represents
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// how many swapping buffer happens per second.
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//
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// On some environments, CurrentFPS doesn't return a reliable value since vsync doesn't work well there.
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// If you want to measure the application's speed, Use CurrentTPS.
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//
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// CurrentFPS is concurrent-safe.
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func CurrentFPS() float64 {
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return clock.CurrentFPS()
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}
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var (
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isDrawingSkipped = int32(0)
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currentMaxTPS = int32(DefaultTPS)
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)
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func setDrawingSkipped(skipped bool) {
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v := int32(0)
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if skipped {
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v = 1
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}
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atomic.StoreInt32(&isDrawingSkipped, v)
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}
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// IsDrawingSkipped returns true if rendering result is not adopted.
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// It is recommended to skip drawing images or screen
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// when IsDrawingSkipped is true.
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//
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// The typical code with IsDrawingSkipped is this:
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//
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// func update(screen *ebiten.Image) error {
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//
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// // Update the state.
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//
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// // When IsDrawingSkipped is true, the rendered result is not adopted.
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// // Skip rendering then.
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// if ebiten.IsDrawingSkipped() {
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// return nil
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// }
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//
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// // Draw something to the screen.
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//
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// return nil
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// }
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//
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// IsDrawingSkipped is useful if you use Run function or RunGame function without implementing Game's Draw.
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// Otherwise, i.e., if you use RunGame function with implementing Game's Draw, IsDrawingSkipped should not be used.
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// If you use RunGame and Draw, IsDrawingSkipped always returns true.
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//
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// IsDrawingSkipped is concurrent-safe.
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func IsDrawingSkipped() bool {
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return atomic.LoadInt32(&isDrawingSkipped) != 0
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}
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// IsRunningSlowly is deprecated as of 1.8.0-alpha. Use Game's Draw function instead.
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func IsRunningSlowly() bool {
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return IsDrawingSkipped()
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}
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// Run starts the main loop and 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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// The screen size is based on the given values (width and height).
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//
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// Run is a shorthand for RunGame, but there are some restrictions.
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// If you want to resize the window by dragging, use RunGame instead.
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//
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// A window size is based on the given values (width, height and scale).
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//
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// scale is used to enlarge the screen on desktops.
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// scale is ignored on browsers or mobiles.
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// Note that the actual screen is multiplied not only by the given scale but also
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// by the device scale on high-DPI display.
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// If you pass inverse of the device scale,
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// you can disable this automatical device scaling as a result.
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// You can get the device scale by DeviceScaleFactor function.
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//
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// On browsers, the scale is automatically adjusted.
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// It is strongly recommended to use iframe if you embed an Ebiten application in your website.
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// scale works as this as of 1.10.0-alpha.
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// Before that, scale affected the rendering scale.
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//
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// On mobiles, if you use ebitenmobile command, the scale is automatically adjusted.
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//
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// Run must be called on 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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// Ebiten tries to call f 60 times a second by default. In other words,
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// TPS (ticks per second) is 60 by default.
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// This is not related to framerate (display's refresh rate).
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//
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// f is not called when the window is in background by default.
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// This setting is configurable with SetRunnableOnUnfocused.
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//
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// The given scale is ignored on fullscreen mode or gomobile-build mode.
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//
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// On non-GopherJS environments, Run returns error when 1) OpenGL error happens, 2) audio error happens or
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// 3) f returns error. In the case of 3), Run returns the same error.
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//
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// On GopherJS, Run returns immediately.
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// It is because the 'main' goroutine cannot be blocked on GopherJS due to the bug (gopherjs/gopherjs#826).
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// When an error happens, this is shown as an error on the console.
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//
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// The size unit is device-independent pixel.
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//
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// Don't call Run twice or more in one process.
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func Run(f func(*Image) error, width, height int, scale float64, title string) error {
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if IsWindowResizable() {
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panic("ebiten: a resizable window works with RunGame, not Run")
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}
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game := &defaultGame{
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update: (&imageDumper{f: f}).update,
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width: width,
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height: height,
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}
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ww, wh := int(float64(width)*scale), int(float64(height)*scale)
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fixWindowPosition(ww, wh)
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SetWindowSize(ww, wh)
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SetWindowTitle(title)
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return runGame(game, scale)
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}
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type imageDumperGame struct {
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game Game
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d *imageDumper
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}
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func (i *imageDumperGame) Update(screen *Image) error {
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if i.d == nil {
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i.d = &imageDumper{f: i.game.Update}
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}
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return i.d.update(screen)
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}
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func (i *imageDumperGame) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int) {
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return i.game.Layout(outsideWidth, outsideHeight)
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}
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type imageDumperGameWithDraw struct {
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imageDumperGame
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err error
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}
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func (i *imageDumperGameWithDraw) Update(screen *Image) error {
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if i.err != nil {
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return i.err
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}
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return i.imageDumperGame.Update(screen)
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}
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func (i *imageDumperGameWithDraw) Draw(screen *Image) {
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if i.err != nil {
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return
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}
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i.game.(interface{ Draw(*Image) }).Draw(screen)
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// Call dump explicitly. IsDrawingSkipped always returns true when Draw is defined.
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if i.d == nil {
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i.d = &imageDumper{f: i.game.Update}
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}
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i.err = i.d.dump(screen)
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}
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// RunGame starts the main loop and runs the game.
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// game's Update function is called every tick to update the gmae logic.
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// game's Draw function is, if it exists, called every frame to draw the screen.
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// game's Layout function is called when necessary, and you can specify the logical screen size by the function.
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//
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// game must implement Game interface.
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// Game's Draw function is optional, but it is recommended to implement Draw to seperate updating the logic and
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// rendering.
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//
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// RunGame is a more flexibile form of Run due to game's Layout function.
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// You can make a resizable window if you use RunGame, while you cannot if you use Run.
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// RunGame is more sophisticated way than Run and hides the notion of 'scale'.
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//
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// While Run specifies the window size, RunGame does not.
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// You need to call SetWindowSize before RunGame if you want.
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// Otherwise, a default window size is adopted.
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//
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// Some functions (ScreenScale, SetScreenScale, SetScreenSize) are not available with RunGame.
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//
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// On browsers, it is strongly recommended to use iframe if you embed an Ebiten application in your website.
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//
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// RunGame must be called on 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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// Ebiten tries to call game's Update function 60 times a second by default. In other words,
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// TPS (ticks per second) is 60 by default.
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// This is not related to framerate (display's refresh rate).
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//
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// game's Update is not called when the window is in background by default.
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// This setting is configurable with SetRunnableOnUnfocused.
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//
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// On non-GopherJS environments, RunGame returns error when 1) OpenGL error happens, 2) audio error happens or
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// 3) f returns error. In the case of 3), RunGame returns the same error.
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//
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// On GopherJS, RunGame returns immediately.
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// It is because the 'main' goroutine cannot be blocked on GopherJS due to the bug (gopherjs/gopherjs#826).
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// When an error happens, this is shown as an error on the console.
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//
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// The size unit is device-independent pixel.
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//
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// Don't call RunGame twice or more in one process.
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func RunGame(game Game) error {
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fixWindowPosition(WindowSize())
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if _, ok := game.(interface{ Draw(*Image) }); ok {
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return runGame(&imageDumperGameWithDraw{
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imageDumperGame: imageDumperGame{game: game},
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}, 0)
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}
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return runGame(&imageDumperGame{game: game}, 0)
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}
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func runGame(game Game, scale float64) error {
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theUIContext.set(game, scale)
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if err := uiDriver().Run(theUIContext); err != nil {
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if err == driver.RegularTermination {
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return nil
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}
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return err
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}
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return nil
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}
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// RunGameWithoutMainLoop runs the game, but don't call the loop on the main (UI) thread.
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// Different from Run, RunGameWithoutMainLoop returns immediately.
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//
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// Ebiten users should NOT call RunGameWithoutMainLoop.
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// Instead, functions in github.com/hajimehoshi/ebiten/mobile package calls this.
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func RunGameWithoutMainLoop(game Game) {
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fixWindowPosition(WindowSize())
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if _, ok := game.(interface{ Draw(*Image) }); ok {
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game = &imageDumperGameWithDraw{
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imageDumperGame: imageDumperGame{game: game},
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}
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} else {
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game = &imageDumperGame{game: game}
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}
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theUIContext.set(game, 0)
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uiDriver().RunWithoutMainLoop(theUIContext)
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}
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// ScreenSizeInFullscreen returns the size in device-independent pixels when the game is fullscreen.
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// The adopted monitor is the 'current' monitor which the window belongs to.
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// The returned value can be given to Run or SetSize function if the perfectly fit fullscreen is needed.
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//
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// On browsers, ScreenSizeInFullscreen returns the 'window' (global object) size, not 'screen' size since an Ebiten
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// game should not know the outside of the window object. For more details, see SetFullscreen API comment.
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//
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// On mobiles, ScreenSizeInFullscreen returns (0, 0) so far.
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//
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// ScreenSizeInFullscreen's use cases are limited. If you are making a fullscreen application, you can use RunGame and
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// the Game interface's Layout function instead. If you are making a not-fullscreen application but the application's
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// behavior depends on the monitor size, ScreenSizeInFullscreen is useful.
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//
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// ScreenSizeInFullscreen must be called on the main thread before ebiten.Run, and is concurrent-safe after
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// ebiten.Run.
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func ScreenSizeInFullscreen() (int, int) {
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return uiDriver().ScreenSizeInFullscreen()
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}
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// MonitorSize is deprecated as of 1.8.0-alpha. Use ScreenSizeInFullscreen instead.
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func MonitorSize() (int, int) {
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return ScreenSizeInFullscreen()
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}
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// SetScreenSize is deprecated as of 1.11.0-alpha. Use SetWindowSize and RunGame (Game's Layout) instead.
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func SetScreenSize(width, height int) {
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if width <= 0 || height <= 0 {
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panic("ebiten: width and height must be positive")
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}
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theUIContext.setScreenSize(width, height)
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}
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// SetScreenScale is deprecated as of 1.11.0-alpha. Use SetWindowSize instead.
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func SetScreenScale(scale float64) {
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if scale <= 0 {
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panic("ebiten: scale must be positive")
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}
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theUIContext.setScaleForWindow(scale)
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}
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// ScreenScale is deprecated as of 1.11.0-alpha. Use WindowSize instead.
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func ScreenScale() float64 {
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return theUIContext.getScaleForWindow()
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}
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// CursorMode returns the current cursor mode.
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//
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// On browsers, only CursorModeVisible and CursorModeHidden are supported.
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//
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// CursorMode returns CursorModeHidden on mobiles.
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//
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// CursorMode is concurrent-safe.
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func CursorMode() CursorModeType {
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return CursorModeType(uiDriver().CursorMode())
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}
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// SetCursorMode sets the render and capture mode of the mouse cursor.
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// CursorModeVisible sets the cursor to always be visible.
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// CursorModeHidden hides the system cursor when over the window.
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// CursorModeCaptured hides the system cursor and locks it to the window.
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//
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// On browsers, only CursorModeVisible and CursorModeHidden are supported.
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//
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// SetCursorMode does nothing on mobiles.
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//
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// SetCursorMode is concurrent-safe.
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func SetCursorMode(mode CursorModeType) {
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uiDriver().SetCursorMode(driver.CursorMode(mode))
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}
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// IsCursorVisible is deprecated as of 1.11.0-alpha. Use CursorMode instead.
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func IsCursorVisible() bool {
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return CursorMode() == CursorModeVisible
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}
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// SetCursorVisible is deprecated as of 1.11.0-alpha. Use SetCursorMode instead.
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func SetCursorVisible(visible bool) {
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if visible {
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SetCursorMode(CursorModeVisible)
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} else {
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SetCursorMode(CursorModeHidden)
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}
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}
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// SetCursorVisibility is deprecated as of 1.6.0-alpha. Use SetCursorMode instead.
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func SetCursorVisibility(visible bool) {
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SetCursorVisible(visible)
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}
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// IsFullscreen reports whether the current mode is fullscreen or not.
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//
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// IsFullscreen always returns false on browsers.
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// IsFullscreen works as this as of 1.10.0-alpha.
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// Before that, IsFullscreen reported whether the current mode is fullscreen or not.
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//
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// IsFullscreen always returns false on mobiles.
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//
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// IsFullscreen is concurrent-safe.
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func IsFullscreen() bool {
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return uiDriver().IsFullscreen()
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}
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// SetFullscreen changes the current mode to fullscreen or not on desktops.
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//
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// On fullscreen mode, the game screen is automatically enlarged
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// to fit with the monitor. The current scale value is ignored.
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//
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// On desktops, Ebiten uses 'windowed' fullscreen mode, which doesn't change
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// your monitor's resolution.
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//
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// SetFullscreen does nothing on browsers.
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// SetFullscreen works as this as of 1.10.0-alpha.
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// Before that, SetFullscreen affected the fullscreen mode.
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//
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// SetFullscreen does nothing on mobiles.
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//
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// SetFullscreen is concurrent-safe.
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func SetFullscreen(fullscreen bool) {
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uiDriver().SetFullscreen(fullscreen)
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}
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// IsFocused returns a boolean value indicating whether
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// the game is in focus or in the foreground.
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//
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// IsFocused will only return true if IsRunnableOnUnfocused is false.
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//
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// IsFocused is concurrent-safe.
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func IsFocused() bool {
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return uiDriver().IsFocused()
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}
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// IsRunnableOnUnfocused returns a boolean value indicating whether
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// the game runs even in background.
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//
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// IsRunnableOnUnfocused is concurrent-safe.
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func IsRunnableOnUnfocused() bool {
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return uiDriver().IsRunnableOnUnfocused()
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}
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// IsRunnableInBackground is deprecated as of 1.11.0-alpha. Use IsRunnableOnUnfocused instead.
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func IsRunnableInBackground() bool {
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return IsRunnableOnUnfocused()
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}
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// SetRunnableOnUnfocused sets the state if the game runs even in background.
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//
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// If the given value is true, the game runs in background e.g. when losing focus.
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// The initial state is false.
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//
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// Known issue: On browsers, even if the state is on, the game doesn't run in background tabs.
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// This is because browsers throttles background tabs not to often update.
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//
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// SetRunnableOnUnfocused does nothing on mobiles so far.
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//
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// SetRunnableOnUnfocused is concurrent-safe.
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func SetRunnableOnUnfocused(runnableOnUnfocused bool) {
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uiDriver().SetRunnableOnUnfocused(runnableOnUnfocused)
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}
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// SetRunnableInBackground is deprecated as of 1.11.0-alpha. Use SetRunnableOnUnfocused instead.
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func SetRunnableInBackground(runnableInBackground bool) {
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SetRunnableOnUnfocused(runnableInBackground)
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}
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// DeviceScaleFactor returns a device scale factor value of the current monitor which the window belongs to.
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//
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// DeviceScaleFactor returns a meaningful value on high-DPI display environment,
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// otherwise DeviceScaleFactor returns 1.
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//
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// DeviceScaleFactor might panic on init function on some devices like Android.
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// Then, it is not recommended to call DeviceScaleFactor from init functions.
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|
//
|
|
// DeviceScaleFactor must be called on the main thread before the main loop, and is concurrent-safe after the main loop.
|
|
func DeviceScaleFactor() float64 {
|
|
return uiDriver().DeviceScaleFactor()
|
|
}
|
|
|
|
// IsVsyncEnabled returns a boolean value indicating whether
|
|
// the game uses the display's vsync.
|
|
//
|
|
// IsVsyncEnabled is concurrent-safe.
|
|
func IsVsyncEnabled() bool {
|
|
return uiDriver().IsVsyncEnabled()
|
|
}
|
|
|
|
// SetVsyncEnabled sets a boolean value indicating whether
|
|
// the game uses the display's vsync.
|
|
//
|
|
// If the given value is true, the game tries to sync the display's refresh rate.
|
|
// If false, the game ignores the display's refresh rate.
|
|
// The initial value is true.
|
|
// By disabling vsync, the game works more efficiently but consumes more CPU.
|
|
//
|
|
// Note that the state doesn't affect TPS (ticks per second, i.e. how many the run function is
|
|
// updated per second).
|
|
//
|
|
// SetVsyncEnabled does nothing on mobiles so far.
|
|
//
|
|
// SetVsyncEnabled is concurrent-safe.
|
|
func SetVsyncEnabled(enabled bool) {
|
|
uiDriver().SetVsyncEnabled(enabled)
|
|
}
|
|
|
|
// MaxTPS returns the current maximum TPS.
|
|
//
|
|
// MaxTPS is concurrent-safe.
|
|
func MaxTPS() int {
|
|
return int(atomic.LoadInt32(¤tMaxTPS))
|
|
}
|
|
|
|
// CurrentTPS returns the current TPS (ticks per second),
|
|
// that represents how many update function is called in a second.
|
|
//
|
|
// CurrentTPS is concurrent-safe.
|
|
func CurrentTPS() float64 {
|
|
return clock.CurrentTPS()
|
|
}
|
|
|
|
// UncappedTPS is a special TPS value that means the game doesn't have limitation on TPS.
|
|
const UncappedTPS = clock.UncappedTPS
|
|
|
|
// SetMaxTPS sets the maximum TPS (ticks per second),
|
|
// that represents how many updating function is called per second.
|
|
// The initial value is 60.
|
|
//
|
|
// If tps is UncappedTPS, TPS is uncapped and the game is updated per frame.
|
|
// If tps is negative but not UncappedTPS, SetMaxTPS panics.
|
|
//
|
|
// SetMaxTPS is concurrent-safe.
|
|
func SetMaxTPS(tps int) {
|
|
if tps < 0 && tps != UncappedTPS {
|
|
panic("ebiten: tps must be >= 0 or UncappedTPS")
|
|
}
|
|
atomic.StoreInt32(¤tMaxTPS, int32(tps))
|
|
}
|
|
|
|
// IsScreenTransparent reports whether the window is transparent.
|
|
//
|
|
// IsScreenTransparent is concurrent-safe.
|
|
func IsScreenTransparent() bool {
|
|
return uiDriver().IsScreenTransparent()
|
|
}
|
|
|
|
// SetScreenTransparent sets the state if the window is transparent.
|
|
//
|
|
// SetScreenTransparent panics if SetScreenTransparent is called after the main loop.
|
|
//
|
|
// SetScreenTransparent does nothing on mobiles.
|
|
//
|
|
// SetScreenTransparent is concurrent-safe.
|
|
func SetScreenTransparent(transparent bool) {
|
|
uiDriver().SetScreenTransparent(transparent)
|
|
}
|