mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-26 03:38:55 +01:00
a1ac574a60
Fixes #1160
597 lines
20 KiB
Go
597 lines
20 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 (
|
|
"sync/atomic"
|
|
|
|
"github.com/hajimehoshi/ebiten/internal/clock"
|
|
"github.com/hajimehoshi/ebiten/internal/driver"
|
|
)
|
|
|
|
// Game defines necessary functions for a game.
|
|
type Game interface {
|
|
// Update updates a game by one tick. The given argument represents a screen image.
|
|
//
|
|
// Basically Update updates the game logic. Whether Update also draws the screen or not depends on the
|
|
// existence of Draw implementation.
|
|
//
|
|
// The Draw function's definition is:
|
|
//
|
|
// Draw(screen *Image)
|
|
//
|
|
// With Draw (the recommended way), Update updates only the game logic and Draw draws the screen.
|
|
// In this case, the argument screen's updated content by Update is not adopted for the actual game screen,
|
|
// and the screen's updated content by Draw is adopted instead.
|
|
// In the first frame, it is ensured that Update is called at least once before Draw. You can use Update
|
|
// to initialize the game state. After the first frame, Update might not be called or might be called once
|
|
// or more for one frame. The frequency is determined by the current TPS (tick-per-second).
|
|
//
|
|
// Without Draw (the legacy way), Update updates the game logic and also draws the screen.
|
|
// In this case, the argument screen's updated content by Update is adopted for the actual game screen.
|
|
Update(screen *Image) error
|
|
|
|
// Draw draws the game screen by one frame.
|
|
//
|
|
// The give argument represents a screen image. The updated content is adopted as the game screen.
|
|
//
|
|
// Draw is an optional function for backward compatibility.
|
|
//
|
|
// Draw(screen *Image)
|
|
|
|
// Layout accepts a native outside size in device-independent pixels and returns the game's logical screen
|
|
// size.
|
|
//
|
|
// On desktops, the outside is a window or a monitor (fullscreen mode). On browsers, the outside is a body
|
|
// element. On mobiles, the outside is the view's size.
|
|
//
|
|
// Even though the outside size and the screen size differ, the rendering scale is automatically adjusted to
|
|
// fit with the outside.
|
|
//
|
|
// Layout is called almost every frame.
|
|
//
|
|
// If Layout returns non-positive numbers, the caller can panic.
|
|
//
|
|
// You can return a fixed screen size if you don't care, or you can also return a calculated screen size
|
|
// adjusted with the given outside size.
|
|
Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int)
|
|
}
|
|
|
|
// TPS represents a default ticks per second, that represents how many times game updating happens in a second.
|
|
const DefaultTPS = 60
|
|
|
|
// FPS represents the default TPS (tick per second). This is for backward compatibility.
|
|
//
|
|
// Deprecated: (as of 1.8.0) Use DefaultTPS instead.
|
|
const FPS = DefaultTPS
|
|
|
|
// CurrentFPS returns the current number of FPS (frames per second), that represents
|
|
// how many swapping buffer happens per second.
|
|
//
|
|
// On some environments, CurrentFPS doesn't return a reliable value since vsync doesn't work well there.
|
|
// If you want to measure the application's speed, Use CurrentTPS.
|
|
//
|
|
// CurrentFPS is concurrent-safe.
|
|
func CurrentFPS() float64 {
|
|
return clock.CurrentFPS()
|
|
}
|
|
|
|
var (
|
|
isDrawingSkipped = int32(0)
|
|
currentMaxTPS = int32(DefaultTPS)
|
|
)
|
|
|
|
func setDrawingSkipped(skipped bool) {
|
|
v := int32(0)
|
|
if skipped {
|
|
v = 1
|
|
}
|
|
atomic.StoreInt32(&isDrawingSkipped, v)
|
|
}
|
|
|
|
// IsDrawingSkipped returns true if rendering result is not adopted.
|
|
// It is recommended to skip drawing images or screen
|
|
// when IsDrawingSkipped is true.
|
|
//
|
|
// The typical code with IsDrawingSkipped is this:
|
|
//
|
|
// func update(screen *ebiten.Image) error {
|
|
//
|
|
// // Update the state.
|
|
//
|
|
// // When IsDrawingSkipped is true, the rendered result is not adopted.
|
|
// // Skip rendering then.
|
|
// if ebiten.IsDrawingSkipped() {
|
|
// return nil
|
|
// }
|
|
//
|
|
// // Draw something to the screen.
|
|
//
|
|
// return nil
|
|
// }
|
|
//
|
|
// IsDrawingSkipped is useful if you use Run function or RunGame function without implementing Game's Draw.
|
|
// Otherwise, i.e., if you use RunGame function with implementing Game's Draw, IsDrawingSkipped should not be used.
|
|
// If you use RunGame and Draw, IsDrawingSkipped always returns true.
|
|
//
|
|
// IsDrawingSkipped is concurrent-safe.
|
|
func IsDrawingSkipped() bool {
|
|
return atomic.LoadInt32(&isDrawingSkipped) != 0
|
|
}
|
|
|
|
// IsRunningSlowly is an old name for IsDrawingSkipped.
|
|
//
|
|
// Deprecated: (as of 1.8.0) Use Game's Draw function instead.
|
|
func IsRunningSlowly() bool {
|
|
return IsDrawingSkipped()
|
|
}
|
|
|
|
// Run starts the main loop and 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).
|
|
//
|
|
// Run is a shorthand for RunGame, but there are some restrictions.
|
|
// If you want to resize the window by dragging, use RunGame instead.
|
|
//
|
|
// A window size is based on the given values (width, height and scale).
|
|
//
|
|
// scale is used to enlarge the screen on desktops.
|
|
// scale is ignored on browsers or mobiles.
|
|
// 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.
|
|
//
|
|
// On browsers, the scale is automatically adjusted.
|
|
// It is strongly recommended to use iframe if you embed an Ebiten application in your website.
|
|
// scale works as this as of 1.10.0-alpha.
|
|
// Before that, scale affected the rendering scale.
|
|
//
|
|
// On mobiles, if you use ebitenmobile command, the scale is automatically adjusted.
|
|
//
|
|
// Run must be called on the main thread.
|
|
// Note that Ebiten bounds the main goroutine to the main OS thread by runtime.LockOSThread.
|
|
//
|
|
// Ebiten tries to call f 60 times a second by default. In other words,
|
|
// TPS (ticks per second) is 60 by default.
|
|
// This is not related to framerate (display's refresh rate).
|
|
//
|
|
// f is not called when the window is in background by default.
|
|
// This setting is configurable with SetRunnableOnUnfocused.
|
|
//
|
|
// The given scale is ignored on fullscreen mode or gomobile-build mode.
|
|
//
|
|
// On non-GopherJS environments, 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.
|
|
//
|
|
// On GopherJS, Run returns immediately.
|
|
// It is because the 'main' goroutine cannot be blocked on GopherJS due to the bug (gopherjs/gopherjs#826).
|
|
// When an error happens, this is shown as an error on the console.
|
|
//
|
|
// 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 {
|
|
if IsWindowResizable() {
|
|
panic("ebiten: a resizable window works with RunGame, not Run")
|
|
}
|
|
game := &defaultGame{
|
|
update: (&imageDumper{f: f}).update,
|
|
width: width,
|
|
height: height,
|
|
}
|
|
ww, wh := int(float64(width)*scale), int(float64(height)*scale)
|
|
fixWindowPosition(ww, wh)
|
|
SetWindowSize(ww, wh)
|
|
SetWindowTitle(title)
|
|
return runGame(game, scale)
|
|
}
|
|
|
|
type imageDumperGame struct {
|
|
game Game
|
|
d *imageDumper
|
|
}
|
|
|
|
func (i *imageDumperGame) Update(screen *Image) error {
|
|
if i.d == nil {
|
|
i.d = &imageDumper{f: i.game.Update}
|
|
}
|
|
return i.d.update(screen)
|
|
}
|
|
|
|
func (i *imageDumperGame) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int) {
|
|
return i.game.Layout(outsideWidth, outsideHeight)
|
|
}
|
|
|
|
type imageDumperGameWithDraw struct {
|
|
imageDumperGame
|
|
err error
|
|
}
|
|
|
|
func (i *imageDumperGameWithDraw) Update(screen *Image) error {
|
|
if i.err != nil {
|
|
return i.err
|
|
}
|
|
return i.imageDumperGame.Update(screen)
|
|
}
|
|
|
|
func (i *imageDumperGameWithDraw) Draw(screen *Image) {
|
|
if i.err != nil {
|
|
return
|
|
}
|
|
|
|
i.game.(interface{ Draw(*Image) }).Draw(screen)
|
|
|
|
// Call dump explicitly. IsDrawingSkipped always returns true when Draw is defined.
|
|
if i.d == nil {
|
|
i.d = &imageDumper{f: i.game.Update}
|
|
}
|
|
i.err = i.d.dump(screen)
|
|
}
|
|
|
|
// RunGame starts the main loop and runs the game.
|
|
// game's Update function is called every tick to update the gmae logic.
|
|
// game's Draw function is, if it exists, called every frame to draw the screen.
|
|
// game's Layout function is called when necessary, and you can specify the logical screen size by the function.
|
|
//
|
|
// game must implement Game interface.
|
|
// Game's Draw function is optional, but it is recommended to implement Draw to seperate updating the logic and
|
|
// rendering.
|
|
//
|
|
// RunGame is a more flexibile form of Run due to game's Layout function.
|
|
// You can make a resizable window if you use RunGame, while you cannot if you use Run.
|
|
// RunGame is more sophisticated way than Run and hides the notion of 'scale'.
|
|
//
|
|
// While Run specifies the window size, RunGame does not.
|
|
// You need to call SetWindowSize before RunGame if you want.
|
|
// Otherwise, a default window size is adopted.
|
|
//
|
|
// Some functions (ScreenScale, SetScreenScale, SetScreenSize) are not available with RunGame.
|
|
//
|
|
// On browsers, it is strongly recommended to use iframe if you embed an Ebiten application in your website.
|
|
//
|
|
// RunGame must be called on the main thread.
|
|
// Note that Ebiten bounds the main goroutine to the main OS thread by runtime.LockOSThread.
|
|
//
|
|
// Ebiten tries to call game's Update function 60 times a second by default. In other words,
|
|
// TPS (ticks per second) is 60 by default.
|
|
// This is not related to framerate (display's refresh rate).
|
|
//
|
|
// game's Update is not called when the window is in background by default.
|
|
// This setting is configurable with SetRunnableOnUnfocused.
|
|
//
|
|
// On non-GopherJS environments, RunGame returns error when 1) OpenGL error happens, 2) audio error happens or
|
|
// 3) f returns error. In the case of 3), RunGame returns the same error.
|
|
//
|
|
// On GopherJS, RunGame returns immediately.
|
|
// It is because the 'main' goroutine cannot be blocked on GopherJS due to the bug (gopherjs/gopherjs#826).
|
|
// When an error happens, this is shown as an error on the console.
|
|
//
|
|
// The size unit is device-independent pixel.
|
|
//
|
|
// Don't call RunGame twice or more in one process.
|
|
func RunGame(game Game) error {
|
|
fixWindowPosition(WindowSize())
|
|
if _, ok := game.(interface{ Draw(*Image) }); ok {
|
|
return runGame(&imageDumperGameWithDraw{
|
|
imageDumperGame: imageDumperGame{game: game},
|
|
}, 0)
|
|
}
|
|
return runGame(&imageDumperGame{game: game}, 0)
|
|
}
|
|
|
|
func runGame(game Game, scale float64) error {
|
|
theUIContext.set(game, scale)
|
|
if err := uiDriver().Run(theUIContext); err != nil {
|
|
if err == driver.RegularTermination {
|
|
return nil
|
|
}
|
|
return err
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// RunGameWithoutMainLoop runs the game, but don't call the loop on the main (UI) thread.
|
|
// Different from Run, RunGameWithoutMainLoop returns immediately.
|
|
//
|
|
// Ebiten users should NOT call RunGameWithoutMainLoop.
|
|
// Instead, functions in github.com/hajimehoshi/ebiten/mobile package calls this.
|
|
func RunGameWithoutMainLoop(game Game) {
|
|
fixWindowPosition(WindowSize())
|
|
if _, ok := game.(interface{ Draw(*Image) }); ok {
|
|
game = &imageDumperGameWithDraw{
|
|
imageDumperGame: imageDumperGame{game: game},
|
|
}
|
|
} else {
|
|
game = &imageDumperGame{game: game}
|
|
}
|
|
theUIContext.set(game, 0)
|
|
uiDriver().RunWithoutMainLoop(theUIContext)
|
|
}
|
|
|
|
// ScreenSizeInFullscreen returns the size in device-independent pixels when the game is fullscreen.
|
|
// The adopted monitor is the 'current' monitor which the window belongs to.
|
|
// The returned value can be given to Run or SetSize function if the perfectly fit fullscreen is needed.
|
|
//
|
|
// On browsers, ScreenSizeInFullscreen returns the 'window' (global object) size, not 'screen' size since an Ebiten
|
|
// game should not know the outside of the window object. For more details, see SetFullscreen API comment.
|
|
//
|
|
// On mobiles, ScreenSizeInFullscreen returns (0, 0) so far.
|
|
//
|
|
// ScreenSizeInFullscreen's use cases are limited. If you are making a fullscreen application, you can use RunGame and
|
|
// the Game interface's Layout function instead. If you are making a not-fullscreen application but the application's
|
|
// behavior depends on the monitor size, ScreenSizeInFullscreen is useful.
|
|
//
|
|
// ScreenSizeInFullscreen must be called on the main thread before ebiten.Run, and is concurrent-safe after
|
|
// ebiten.Run.
|
|
func ScreenSizeInFullscreen() (int, int) {
|
|
return uiDriver().ScreenSizeInFullscreen()
|
|
}
|
|
|
|
// MonitorSize is an old name for ScreenSizeInFullscreen
|
|
//
|
|
// Deprecated: (as of 1.8.0) Use ScreenSizeInFullscreen instead.
|
|
func MonitorSize() (int, int) {
|
|
return ScreenSizeInFullscreen()
|
|
}
|
|
|
|
// SetScreenSize sets the game screen size and resizes the window.
|
|
//
|
|
// Deprecated: (as of 1.11.0) Use SetWindowSize and RunGame (Game's Layout) instead.
|
|
func SetScreenSize(width, height int) {
|
|
if width <= 0 || height <= 0 {
|
|
panic("ebiten: width and height must be positive")
|
|
}
|
|
theUIContext.setScreenSize(width, height)
|
|
}
|
|
|
|
// SetScreenScale sets the game screen scale and resizes the window.
|
|
//
|
|
// Deprecated: (as of 1.11.0-alpha). Use SetWindowSize instead.
|
|
func SetScreenScale(scale float64) {
|
|
if scale <= 0 {
|
|
panic("ebiten: scale must be positive")
|
|
}
|
|
theUIContext.setScaleForWindow(scale)
|
|
}
|
|
|
|
// ScreenScale returns the game screen scale.
|
|
//
|
|
// Deprecated: (as of 1.11.0-alpha) Use WindowSize instead.
|
|
func ScreenScale() float64 {
|
|
return theUIContext.getScaleForWindow()
|
|
}
|
|
|
|
// CursorMode returns the current cursor mode.
|
|
//
|
|
// On browsers, only CursorModeVisible and CursorModeHidden are supported.
|
|
//
|
|
// CursorMode returns CursorModeHidden on mobiles.
|
|
//
|
|
// CursorMode is concurrent-safe.
|
|
func CursorMode() CursorModeType {
|
|
return CursorModeType(uiDriver().CursorMode())
|
|
}
|
|
|
|
// SetCursorMode sets the render and capture mode of the mouse cursor.
|
|
// CursorModeVisible sets the cursor to always be visible.
|
|
// CursorModeHidden hides the system cursor when over the window.
|
|
// CursorModeCaptured hides the system cursor and locks it to the window.
|
|
//
|
|
// On browsers, only CursorModeVisible and CursorModeHidden are supported.
|
|
//
|
|
// SetCursorMode does nothing on mobiles.
|
|
//
|
|
// SetCursorMode is concurrent-safe.
|
|
func SetCursorMode(mode CursorModeType) {
|
|
uiDriver().SetCursorMode(driver.CursorMode(mode))
|
|
}
|
|
|
|
// IsCursorVisible reports whether the cursor is visible or not.
|
|
//
|
|
// Deprecated: (as of 1.11.0-alpha) Use CursorMode instead.
|
|
func IsCursorVisible() bool {
|
|
return CursorMode() == CursorModeVisible
|
|
}
|
|
|
|
// SetCursorVisible sets the cursor visibility.
|
|
//
|
|
// Deprecated: (as of 1.11.0-alpha) Use SetCursorMode instead.
|
|
func SetCursorVisible(visible bool) {
|
|
if visible {
|
|
SetCursorMode(CursorModeVisible)
|
|
} else {
|
|
SetCursorMode(CursorModeHidden)
|
|
}
|
|
}
|
|
|
|
// SetCursorVisibility sets the cursor visibility.
|
|
//
|
|
// Deprecated: (as of 1.6.0-alpha) Use SetCursorMode instead.
|
|
func SetCursorVisibility(visible bool) {
|
|
SetCursorVisible(visible)
|
|
}
|
|
|
|
// IsFullscreen reports whether the current mode is fullscreen or not.
|
|
//
|
|
// IsFullscreen always returns false on browsers.
|
|
// IsFullscreen works as this as of 1.10.0-alpha.
|
|
// Before that, IsFullscreen reported whether the current mode is fullscreen or not.
|
|
//
|
|
// IsFullscreen always returns false on mobiles.
|
|
//
|
|
// IsFullscreen is concurrent-safe.
|
|
func IsFullscreen() bool {
|
|
return uiDriver().IsFullscreen()
|
|
}
|
|
|
|
// SetFullscreen changes the current mode to fullscreen or not on desktops.
|
|
//
|
|
// 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.
|
|
//
|
|
// SetFullscreen does nothing on browsers.
|
|
// SetFullscreen works as this as of 1.10.0-alpha.
|
|
// Before that, SetFullscreen affected the fullscreen mode.
|
|
//
|
|
// SetFullscreen does nothing on mobiles.
|
|
//
|
|
// SetFullscreen is concurrent-safe.
|
|
func SetFullscreen(fullscreen bool) {
|
|
uiDriver().SetFullscreen(fullscreen)
|
|
}
|
|
|
|
// IsFocused returns a boolean value indicating whether
|
|
// the game is in focus or in the foreground.
|
|
//
|
|
// IsFocused will only return true if IsRunnableOnUnfocused is false.
|
|
//
|
|
// IsFocused is concurrent-safe.
|
|
func IsFocused() bool {
|
|
return uiDriver().IsFocused()
|
|
}
|
|
|
|
// IsRunnableOnUnfocused returns a boolean value indicating whether
|
|
// the game runs even in background.
|
|
//
|
|
// IsRunnableOnUnfocused is concurrent-safe.
|
|
func IsRunnableOnUnfocused() bool {
|
|
return uiDriver().IsRunnableOnUnfocused()
|
|
}
|
|
|
|
// IsRunnableInBackground is an old name for IsRunnableOnUnfocused.
|
|
//
|
|
// Deprecated: (as of 1.11.0) Use IsRunnableOnUnfocused instead.
|
|
func IsRunnableInBackground() bool {
|
|
return IsRunnableOnUnfocused()
|
|
}
|
|
|
|
// SetRunnableOnUnfocused 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.
|
|
//
|
|
// SetRunnableOnUnfocused does nothing on mobiles so far.
|
|
//
|
|
// SetRunnableOnUnfocused is concurrent-safe.
|
|
func SetRunnableOnUnfocused(runnableOnUnfocused bool) {
|
|
uiDriver().SetRunnableOnUnfocused(runnableOnUnfocused)
|
|
}
|
|
|
|
// SetRunnableInBackground is an old name for SetRunnableOnUnfocused.
|
|
//
|
|
// Deprecated: (as of 1.11.0-alpha) Use SetRunnableOnUnfocused instead.
|
|
func SetRunnableInBackground(runnableInBackground bool) {
|
|
SetRunnableOnUnfocused(runnableInBackground)
|
|
}
|
|
|
|
// DeviceScaleFactor returns a device scale factor value of the current monitor which the window belongs to.
|
|
//
|
|
// DeviceScaleFactor returns a meaningful value on high-DPI display environment,
|
|
// otherwise DeviceScaleFactor returns 1.
|
|
//
|
|
// DeviceScaleFactor might panic on init function on some devices like Android.
|
|
// Then, it is not recommended to call DeviceScaleFactor from init functions.
|
|
//
|
|
// 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)
|
|
}
|