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- // 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)
- }
- // DefaultTPS 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)
- isScreenClearedEveryFrame = int32(1)
- currentMaxTPS = int32(DefaultTPS)
- )
- func setDrawingSkipped(skipped bool) {
- v := int32(0)
- if skipped {
- v = 1
- }
- atomic.StoreInt32(&isDrawingSkipped, v)
- }
- // SetScreenClearedEveryFrame enables or disables the clearing of the screen at the beginning of each frame.
- // The default value is true and the screen is cleared each frame by default.
- //
- // SetScreenClearedEveryFrame is concurrent-safe.
- func SetScreenClearedEveryFrame(cleared bool) {
- v := int32(0)
- if cleared {
- v = 1
- }
- atomic.StoreInt32(&isScreenClearedEveryFrame, v)
- theUIContext.setScreenClearedEveryFrame(cleared)
- }
- // IsScreenClearedEveryFrame returns true if the frame isn't cleared at the beginning.
- //
- // IsScreenClearedEveryFrame is concurrent-safe.
- func IsScreenClearedEveryFrame() bool {
- return atomic.LoadInt32(&isScreenClearedEveryFrame) != 0
- }
- // 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.
- //
- // Deprecated: (as of 1.12.0) Use RunGame instead.
- //
- // 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 game 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 does nothing on macOS when the window is fullscreened natively by the macOS desktop
- // instead of SetFullscreen(true).
- //
- // 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)
- }
- // SetInitFocused sets whether the application is focused on show.
- // The default value is true, i.e., the application is focused.
- // Note that the application does not proceed if this is not focused by default.
- // This behavior can be changed by SetRunnableInBackground.
- //
- // SetInitFocused does nothing on mobile.
- //
- // SetInitFocused panics if this is called after the main loop.
- //
- // SetInitFocused is cuncurrent-safe.
- func SetInitFocused(focused bool) {
- uiDriver().SetInitFocused(focused)
- }
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