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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/v2/internal/clock"
- "github.com/hajimehoshi/ebiten/v2/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.
- //
- // Update updates only the game logic and Draw draws the screen.
- //
- // 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).
- Update() 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(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.
- //
- // It is ensured that Layout is invoked before Update is called in the first 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
- // 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 (
- isScreenClearedEveryFrame = int32(1)
- isRunGameEnded_ = int32(0)
- currentMaxTPS = int32(DefaultTPS)
- )
- // 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
- }
- type imageDumperGame struct {
- game Game
- d *imageDumper
- err error
- }
- func (i *imageDumperGame) Update() error {
- if i.err != nil {
- return i.err
- }
- if i.d == nil {
- i.d = &imageDumper{g: i.game}
- }
- return i.d.update()
- }
- func (i *imageDumperGame) Draw(screen *Image) {
- if i.err != nil {
- return
- }
- i.game.Draw(screen)
- i.err = i.d.dump(screen)
- }
- func (i *imageDumperGame) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int) {
- return i.game.Layout(outsideWidth, outsideHeight)
- }
- // 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 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.
- //
- // 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).
- //
- // RunGame returns error when 1) error happens in the underlying graphics driver, 2) audio error happens or
- // 3) f returns error. In the case of 3), RunGame returns the same error.
- //
- // The size unit is device-independent pixel.
- //
- // Don't call RunGame twice or more in one process.
- func RunGame(game Game) error {
- defer atomic.StoreInt32(&isRunGameEnded_, 1)
- initializeWindowPositionIfNeeded(WindowSize())
- theUIContext.set(&imageDumperGame{
- game: game,
- })
- if err := uiDriver().Run(theUIContext); err != nil {
- if err == driver.RegularTermination {
- return nil
- }
- return err
- }
- return nil
- }
- func isRunGameEnded() bool {
- return atomic.LoadInt32(&isRunGameEnded_) != 0
- }
- // 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.
- //
- // 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()
- }
- // CursorMode returns the current cursor mode.
- //
- // CursorMode returns CursorModeHidden on mobiles.
- //
- // CursorMode is concurrent-safe.
- func CursorMode() CursorModeType {
- return 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.
- //
- // CursorModeCaptured also works on browsers.
- // When the user exits the captured mode not by SetCursorMode but by the UI (e.g., pressing ESC),
- // the previous cursor mode is set automatically.
- //
- // SetCursorMode does nothing on mobiles.
- //
- // SetCursorMode is concurrent-safe.
- func SetCursorMode(mode CursorModeType) {
- uiDriver().SetCursorMode(mode)
- }
- // CursorShape returns the current cursor shape.
- //
- // CursorShape returns CursorShapeDefault on mobiles.
- //
- // CursorShape is concurrent-safe.
- func CursorShape() CursorShapeType {
- return uiDriver().CursorShape()
- }
- // SetCursorShape sets the cursor shape.
- //
- // SetCursorShape is concurrent-safe.
- func SetCursorShape(shape CursorShapeType) {
- uiDriver().SetCursorShape(shape)
- }
- // IsFullscreen reports 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 and browsers.
- //
- // In 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, triggering fullscreen requires a user gesture otherwise SetFullscreen does nothing but leave an error message in console.
- // This behaviour varies across browser implementations, your mileage may vary.
- //
- // 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()
- }
- // SetRunnableOnUnfocused sets the state if the game runs even in background.
- //
- // If the given value is true, the game runs even in background e.g. when losing focus.
- // The initial state is true.
- //
- // 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)
- }
- // 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.
- //
- // DeviceScaleFactor is concurrent-safe.
- //
- // BUG: DeviceScaleFactor value is not affected by SetWindowPosition before RunGame (#1575).
- func DeviceScaleFactor() float64 {
- return uiDriver().DeviceScaleFactor()
- }
- // IsVsyncEnabled returns a boolean value indicating whether
- // the game uses the display's vsync.
- //
- // Deprecated: as of v2.2. Use FPSMode instead.
- func IsVsyncEnabled() bool {
- return uiDriver().FPSMode() == driver.FPSModeVsyncOn
- }
- // SetVsyncEnabled sets a boolean value indicating whether
- // the game uses the display's vsync.
- //
- // Deprecated: as of v2.2. Use SetFPSMode instead.
- func SetVsyncEnabled(enabled bool) {
- if enabled {
- uiDriver().SetFPSMode(driver.FPSModeVsyncOn)
- } else {
- uiDriver().SetFPSMode(driver.FPSModeVsyncOffMaximum)
- }
- }
- // FPSModeType is a type of FPS modes.
- type FPSModeType = driver.FPSMode
- const (
- // FPSModeVsyncOn indicates that the game tries to sync the display's refresh rate.
- // FPSModeVsyncOn is the default mode.
- FPSModeVsyncOn FPSModeType = driver.FPSModeVsyncOn
- // FPSModeVsyncOffMaximum indicates that the game doesn't sync with vsycn, and
- // the game is updated whenever possible.
- //
- // Be careful that FPSModeVsyncOffMaximum might consume a lot of battery power.
- //
- // In FPSModeVsyncOffMaximum, the game's Draw is called almost without sleeping.
- // The game's Update is called based on the specified TPS.
- FPSModeVsyncOffMaximum FPSModeType = driver.FPSModeVsyncOffMaximum
- // FPSModeVsyncOffMinimum indicates that the game doesn't sync with vsycn, and
- // the game is updated only when necessary.
- //
- // FPSModeVsyncOffMinimum is useful for relatively static applications to save battery power.
- //
- // In FPSModeVsyncOffMinimum, the game's Update and Draw are called only when
- // 1) new inputting is detected, or 2) ScheduleFrame is called.
- // In FPSModeVsyncOffMinimum, TPS is SyncWithFPS no matter what TPS is specified at SetMaxTPS.
- FPSModeVsyncOffMinimum FPSModeType = driver.FPSModeVsyncOffMinimum
- )
- // FPSMode returns the current FPS mode.
- //
- // FPSMode is concurrent-safe.
- func FPSMode() FPSModeType {
- return uiDriver().FPSMode()
- }
- // SetFPSMode sets the FPS mode.
- // The default FPS mode is FPSModeVsycnOn.
- //
- // SetFPSMode is concurrent-safe.
- func SetFPSMode(mode FPSModeType) {
- uiDriver().SetFPSMode(mode)
- }
- // ScheduleFrame schedules a next frame when the current FPS mode is FPSModeVsyncOffMinimum.
- //
- // ScheduleFrame is concurrent-safe.
- func ScheduleFrame() {
- uiDriver().ScheduleFrame()
- }
- // MaxTPS returns the current maximum TPS.
- //
- // MaxTPS is concurrent-safe.
- func MaxTPS() int {
- if FPSMode() == FPSModeVsyncOffMinimum {
- return SyncWithFPS
- }
- 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()
- }
- // SyncWithFPS is a special TPS value that means TPS syncs with FPS.
- const SyncWithFPS = clock.SyncWithFPS
- // UncappedTPS is a special TPS value that means TPS syncs with FPS.
- //
- // Deprecated: as of v2.2. Use SyncWithFPS instead.
- const UncappedTPS = SyncWithFPS
- // 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 SyncWithFPS, TPS is uncapped and the game is updated per frame.
- // If tps is negative but not SyncWithFPS, SetMaxTPS panics.
- //
- // SetMaxTPS is concurrent-safe.
- func SetMaxTPS(tps int) {
- if tps < 0 && tps != SyncWithFPS {
- panic("ebiten: tps must be >= 0 or SyncWithFPS")
- }
- 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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