forked from hajimehoshi/ebiten
-
Notifications
You must be signed in to change notification settings - Fork 0
/
run.go
324 lines (296 loc) · 9.8 KB
/
run.go
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
// 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/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.
//
// The typical code with IsRunningSlowly is this:
//
// func update(screen *ebiten.Image) error {
//
// // Update the state.
//
// // When IsRunningSlowly is true, the rendered result is not adopted.
// // Skip rendering then.
// if ebiten.IsRunningSlowly() {
// return nil
// }
//
// // Draw something to the screen.
//
// return nil
// }
//
// 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, g); err != nil {
if err == ui.RegularTermination {
return nil
}
return err
}
return nil
}
// 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 or gomobile-build 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.
//
// Ebiten users should NOT call this function.
// Instead, functions in github.com/hajimehoshi/ebiten/mobile package calls 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()
}
// SetCursorVisible changes the state of cursor visiblity.
//
// SetCursorVisible does nothing on mobiles.
//
// This function is concurrent-safe.
func SetCursorVisible(visible bool) {
ui.SetCursorVisible(visible)
}
// SetCursorVisibility is deprecated as of 1.6.0-alpha. Use SetCursorVisible instead.
func SetCursorVisibility(visible bool) {
SetCursorVisible(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()
}
// SetWindowDecorated sets the state if the window is decorated.
//
// SetWindowDecorated works only on desktops.
// SetWindowDecorated does nothing on other platforms.
//
// SetWindowDecorated panics if SetWindowDecorated is called after Run.
//
// This function is concurrent-safe.
func SetWindowDecorated(decorated bool) {
ui.SetWindowDecorated(decorated)
}
// IsWindowDecorated returns a boolean value indicating whether
// the window is decorated.
//
// This function is concurrent-safe.
func IsWindowDecorated() bool {
return ui.IsWindowDecorated()
}
// 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 factor 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()
}