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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 (
- "errors"
- "image"
- "image/color"
- "io/fs"
- "sync/atomic"
- "github.com/hajimehoshi/ebiten/v2/internal/clock"
- "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
- "github.com/hajimehoshi/ebiten/v2/internal/ui"
- )
- // 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.
- //
- // You can assume that Update is always called TPS-times per second (60 by default), and you can assume
- // that the time delta between two Updates is always 1 / TPS [s] (1/60[s] by default). As Ebitengine already
- // adjusts the number of Update calls, you don't have to measure time deltas in Update by e.g. OS timers.
- //
- // An actual TPS is available by ActualTPS(), and the result might slightly differ from your expected TPS,
- // but still, your game logic should stick to the fixed time delta and should not rely on ActualTPS() value.
- // This API is for just measurement and/or debugging. In the long run, the number of Update calls should be
- // adjusted based on the set TPS on average.
- //
- // An actual time delta between two Updates might be bigger than expected. In this case, your game's
- // Update or Draw takes longer than they should. In this case, there is nothing other than optimizing
- // your game implementation.
- //
- // 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).
- //
- // If the error returned is nil, game execution proceeds normally.
- // If the error returned is Termination, game execution halts, but does not return an error from RunGame.
- // If the error returned is any other non-nil value, game execution halts and the error is returned from RunGame.
- 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.
- //
- // The frequency of Draw calls depends on the user's environment, especially the monitors refresh rate.
- // For portability, you should not put your game logic in Draw in general.
- Draw(screen *Image)
- // Layout accepts a native outside size in device-independent pixels and returns the game's logical screen
- // size in pixels. The logical size is used for 1) the screen size given at Draw and 2) calculation of the
- // scale from the screen to the final 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.
- //
- // If the game implements the interface LayoutFer, Layout is never called and LayoutF is called instead.
- Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int)
- }
- // LayoutFer is an interface for the float version of Game.Layout.
- type LayoutFer interface {
- // LayoutF is the float version of Game.Layout.
- //
- // If the game implements this interface, Layout is never called and LayoutF is called instead.
- //
- // LayoutF accepts a native outside size in device-independent pixels and returns the game's logical screen
- // size in pixels. The logical size is used for 1) the screen size given at Draw and 2) calculation of the
- // scale from the screen to the final screen size. For 1), the actual screen size is a rounded up of the
- // logical size.
- LayoutF(outsideWidth, outsideHeight float64) (screenWidth, screenHeight float64)
- }
- // FinalScreen represents the final screen image.
- // FinalScreen implements a part of Image functions.
- type FinalScreen interface {
- Bounds() image.Rectangle
- DrawImage(img *Image, options *DrawImageOptions)
- DrawTriangles(vertices []Vertex, indices []uint16, img *Image, options *DrawTrianglesOptions)
- DrawRectShader(width, height int, shader *Shader, options *DrawRectShaderOptions)
- DrawTrianglesShader(vertices []Vertex, indices []uint16, shader *Shader, options *DrawTrianglesShaderOptions)
- Clear()
- Fill(clr color.Color)
- // private prevents other packages from implementing this interface.
- // A new function might be added to this interface in the future
- // even if the Ebitengine major version is not updated.
- private()
- }
- // FinalScreenDrawer is an interface for a custom function to render the final screen.
- // For an actual usage, see examples/flappy.
- type FinalScreenDrawer interface {
- // DrawFinalScreen draws the final screen.
- // If a game implementing FinalScreenDrawer is passed to RunGame, DrawFinalScreen is called after Draw.
- // screen is the final screen. offscreen is the offscreen modified at Draw.
- //
- // geoM is the default geometry matrix to render the offscreen onto the final screen.
- // geoM scales the offscreen to fit the final screen without changing the aspect ratio, and
- // translates the offscreen to put it in the center of the final screen.
- DrawFinalScreen(screen FinalScreen, offscreen *Image, geoM GeoM)
- }
- // DefaultTPS represents a default ticks per second, that represents how many times game updating happens in a second.
- const DefaultTPS = clock.DefaultTPS
- // ActualFPS returns the current number of FPS (frames per second), that represents
- // how many swapping buffer happens per second.
- //
- // On some environments, ActualFPS doesn't return a reliable value since vsync doesn't work well there.
- // If you want to measure the application's speed, Use ActualTPS.
- //
- // This value is for measurement and/or debug, and your game logic should not rely on this value.
- //
- // ActualFPS is concurrent-safe.
- func ActualFPS() float64 {
- return clock.ActualFPS()
- }
- // CurrentFPS returns the current number of FPS (frames per second), that represents
- // how many swapping buffer happens per second.
- //
- // Deprecated: as of v2.4. Use ActualFPS instead.
- func CurrentFPS() float64 {
- return ActualFPS()
- }
- var (
- isRunGameEnded_ atomic.Bool
- )
- // 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) {
- ui.Get().SetScreenClearedEveryFrame(cleared)
- }
- // IsScreenClearedEveryFrame returns true if the frame isn't cleared at the beginning.
- //
- // IsScreenClearedEveryFrame is concurrent-safe.
- func IsScreenClearedEveryFrame() bool {
- return ui.Get().IsScreenClearedEveryFrame()
- }
- // SetScreenFilterEnabled enables/disables the use of the "screen" filter Ebitengine uses.
- //
- // The "screen" filter is a box filter from game to display resolution.
- //
- // If disabled, nearest-neighbor filtering will be used for scaling instead.
- //
- // The default state is true.
- //
- // SetScreenFilterEnabled is concurrent-safe, but takes effect only at the next Draw call.
- //
- // Deprecated: as of v2.5. Use FinalScreenDrawer instead.
- func SetScreenFilterEnabled(enabled bool) {
- screenFilterEnabled.Store(enabled)
- }
- // IsScreenFilterEnabled returns true if Ebitengine's "screen" filter is enabled.
- //
- // IsScreenFilterEnabled is concurrent-safe.
- //
- // Deprecated: as of v2.5.
- func IsScreenFilterEnabled() bool {
- return screenFilterEnabled.Load()
- }
- // Termination is a special error which indicates Game termination without error.
- var Termination = ui.RegularTermination
- // 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.
- //
- // If game implements FinalScreenDrawer, its DrawFinalScreen is called after Draw.
- // The argument screen represents the final screen. The argument offscreen is an offscreen modified at Draw.
- // If game does not implement FinalScreenDrawer, the default rendering for the final screen is used.
- //
- // game's functions are called on the same goroutine.
- //
- // On browsers, it is strongly recommended to use iframe if you embed an Ebitengine application in your website.
- //
- // RunGame must be called on the main thread.
- // Note that Ebitengine bounds the main goroutine to the main OS thread by runtime.LockOSThread.
- //
- // Ebitengine 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) an error happens in the underlying graphics driver, 2) an audio error happens
- // or 3) Update returns an error. In the case of 3), RunGame returns the same error so far, but it is recommended to
- // use errors.Is when you check the returned error is the error you want, rather than comparing the values
- // with == or != directly.
- //
- // If you want to terminate a game on desktops, it is recommended to return Termination at Update, which will halt
- // execution without returning an error value from RunGame.
- //
- // The size unit is device-independent pixel.
- //
- // Don't call RunGame or RunGameWithOptions twice or more in one process.
- func RunGame(game Game) error {
- return RunGameWithOptions(game, nil)
- }
- // RunGameOptions represents options for RunGameWithOptions.
- type RunGameOptions struct {
- // GraphicsLibrary is a graphics library Ebitengine will use.
- //
- // The default (zero) value is GraphicsLibraryAuto, which lets Ebitengine choose the graphics library.
- GraphicsLibrary GraphicsLibrary
- // InitUnfocused indicates whether the window is unfocused or not on launching.
- // InitUnfocused is valid on desktops and browsers.
- //
- // The default (zero) value is false, which means that the window is focused.
- InitUnfocused bool
- // ScreenTransparent indicates whether the window is transparent or not.
- // ScreenTransparent is valid on desktops and browsers.
- //
- // The default (zero) value is false, which means that the window is not transparent.
- ScreenTransparent bool
- // SkipTaskbar indicates whether an application icon is shown on a taskbar or not.
- // SkipTaskbar is valid only on Windows.
- //
- // The default (zero) value is false, which means that an icon is shown on a taskbar.
- SkipTaskbar bool
- // SingleThread indicates whether the single thread mode is used explicitly or not.
- // The single thread mode disables Ebitengine's thread safety to unlock maximum performance.
- // If you use this you will have to manage threads yourself.
- // Functions like `SetWindowSize` will no longer be concurrent-safe with this build tag.
- // They must be called from the main thread or the same goroutine as the given game's callback functions like Update.
- //
- // SingleThread works only with desktops and consoles.
- //
- // If SingleThread is false, and if the build tag `ebitenginesinglethread` is specified,
- // the single thread mode is used.
- //
- // The default (zero) value is false, which means that the single thread mode is disabled.
- SingleThread bool
- // DisableHiDPI indicates whether the rendering for HiDPI is disabled or not.
- // If HiDPI is disabled, the device scale factor is always 1 i.e. Monitor's DeviceScaleFactor always returns 1.
- // This is useful to get a better performance on HiDPI displays, in the expense of rendering quality.
- //
- // DisableHiDPI is available only on browsers.
- //
- // The default (zero) value is false, which means that HiDPI is enabled.
- DisableHiDPI bool
- // ColorSpace indicates the color space of the screen.
- //
- // ColorSpace is available only with some graphics libraries (macOS Metal and WebGL so far).
- // Otherwise, ColorSpace is ignored.
- //
- // The default (zero) value is ColorSpaceDefault, which means that color space depends on the environment.
- ColorSpace ColorSpace
- // X11DisplayName is a class name in the ICCCM WM_CLASS window property.
- X11ClassName string
- // X11InstanceName is an instance name in the ICCCM WM_CLASS window property.
- X11InstanceName string
- }
- // RunGameWithOptions starts the main loop and runs the game with the specified options.
- // 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.
- //
- // options can be nil. In this case, the default options are used.
- //
- // If game implements FinalScreenDrawer, its DrawFinalScreen is called after Draw.
- // The argument screen represents the final screen. The argument offscreen is an offscreen modified at Draw.
- // If game does not implement FinalScreenDrawer, the default rendering for the final screen is used.
- //
- // game's functions are called on the same goroutine.
- //
- // On browsers, it is strongly recommended to use iframe if you embed an Ebitengine application in your website.
- //
- // RunGameWithOptions must be called on the main thread.
- // Note that Ebitengine bounds the main goroutine to the main OS thread by runtime.LockOSThread.
- //
- // Ebitengine 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).
- //
- // RunGameWithOptions returns error when 1) an error happens in the underlying graphics driver, 2) an audio error happens
- // or 3) Update returns an error. In the case of 3), RunGameWithOptions returns the same error so far, but it is recommended to
- // use errors.Is when you check the returned error is the error you want, rather than comparing the values
- // with == or != directly.
- //
- // If you want to terminate a game on desktops, it is recommended to return Termination at Update, which will halt
- // execution without returning an error value from RunGameWithOptions.
- //
- // The size unit is device-independent pixel.
- //
- // Don't call RunGame or RunGameWithOptions twice or more in one process.
- func RunGameWithOptions(game Game, options *RunGameOptions) error {
- defer isRunGameEnded_.Store(true)
- initializeWindowPositionIfNeeded(WindowSize())
- op := toUIRunOptions(options)
- // This is necessary to change the result of IsScreenTransparent.
- screenTransparent.Store(op.ScreenTransparent)
- g := newGameForUI(game, op.ScreenTransparent)
- if err := ui.Get().Run(g, op); err != nil {
- if errors.Is(err, Termination) {
- return nil
- }
- return err
- }
- return nil
- }
- func isRunGameEnded() bool {
- return isRunGameEnded_.Load()
- }
- // 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 SetSize function if the perfectly fit fullscreen is needed.
- //
- // On browsers, ScreenSizeInFullscreen returns the 'window' (global object) size, not 'screen' size.
- // ScreenSizeInFullscreen's returning value is different from the actual screen size and this is a known issue (#2145).
- // For browsers, it is recommended to use Screen API (https://developer.mozilla.org/en-US/docs/Web/API/Screen) if needed.
- //
- // 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.RunGame, and is concurrent-safe after
- // ebiten.RunGame.
- //
- // Deprecated: as of v2.6. Use Monitor().Size() instead.
- func ScreenSizeInFullscreen() (int, int) {
- return ui.Get().ScreenSizeInFullscreen()
- }
- // CursorMode returns the current cursor mode.
- //
- // CursorMode returns CursorModeHidden on mobiles.
- //
- // CursorMode is concurrent-safe.
- func CursorMode() CursorModeType {
- return CursorModeType(ui.Get().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.
- //
- // On browsers, setting CursorModeCaptured might be delayed especially just after escaping from a capture.
- //
- // On browsers, capturing a cursor requires a user gesture, otherwise SetCursorMode does nothing but leave an error message in console.
- // This behavior varies across browser implementations.
- // Check a user interaction before calling capturing a cursor e.g. by IsMouseButtonPressed or IsKeyPressed.
- //
- // SetCursorMode does nothing on mobiles.
- //
- // SetCursorMode is concurrent-safe.
- func SetCursorMode(mode CursorModeType) {
- ui.Get().SetCursorMode(ui.CursorMode(mode))
- }
- // IsFullscreen reports whether the current mode is fullscreen or not.
- //
- // IsFullscreen always returns false on mobiles.
- //
- // IsFullscreen is concurrent-safe.
- func IsFullscreen() bool {
- return ui.Get().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, Ebitengine 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 behavior varies across browser implementations.
- // Check a user interaction before triggering fullscreen e.g. by IsMouseButtonPressed or IsKeyPressed.
- //
- // 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) {
- ui.Get().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 ui.Get().IsFocused()
- }
- // IsRunnableOnUnfocused returns a boolean value indicating whether
- // the game runs even in background.
- //
- // IsRunnableOnUnfocused is concurrent-safe.
- func IsRunnableOnUnfocused() bool {
- return ui.Get().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) {
- ui.Get().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.
- //
- // BUG: DeviceScaleFactor value is not affected by SetWindowPosition before RunGame (#1575).
- //
- // Deprecated: as of v2.6. Use Monitor().DeviceScaleFactor() instead.
- func DeviceScaleFactor() float64 {
- return Monitor().DeviceScaleFactor()
- }
- // IsVsyncEnabled returns a boolean value indicating whether
- // the game uses the display's vsync.
- func IsVsyncEnabled() bool {
- return ui.Get().FPSMode() == ui.FPSModeVsyncOn
- }
- // SetVsyncEnabled sets a boolean value indicating whether
- // the game uses the display's vsync.
- func SetVsyncEnabled(enabled bool) {
- if enabled {
- ui.Get().SetFPSMode(ui.FPSModeVsyncOn)
- } else {
- ui.Get().SetFPSMode(ui.FPSModeVsyncOffMaximum)
- }
- }
- // FPSModeType is a type of FPS modes.
- //
- // Deprecated: as of v2.5. Use SetVsyncEnabled instead.
- type FPSModeType int
- const (
- // FPSModeVsyncOn indicates that the game tries to sync the display's refresh rate.
- // FPSModeVsyncOn is the default mode.
- //
- // Deprecated: as of v2.5. Use SetVsyncEnabled(true) instead.
- FPSModeVsyncOn FPSModeType = FPSModeType(ui.FPSModeVsyncOn)
- // FPSModeVsyncOffMaximum indicates that the game doesn't sync with vsync, 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.
- //
- // Deprecated: as of v2.5. Use SetVsyncEnabled(false) instead.
- FPSModeVsyncOffMaximum FPSModeType = FPSModeType(ui.FPSModeVsyncOffMaximum)
- // FPSModeVsyncOffMinimum indicates that the game doesn't sync with vsync, 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 except for gamepads is detected, or 2) ScheduleFrame is called.
- // In FPSModeVsyncOffMinimum, TPS is SyncWithFPS no matter what TPS is specified at SetTPS.
- //
- // Deprecated: as of v2.5. Use SetScreenClearedEveryFrame(false) instead.
- // See examples/skipdraw for GPU optimization with SetScreenClearedEveryFrame(false).
- FPSModeVsyncOffMinimum FPSModeType = FPSModeType(ui.FPSModeVsyncOffMinimum)
- )
- // FPSMode returns the current FPS mode.
- //
- // FPSMode is concurrent-safe.
- //
- // Deprecated: as of v2.5. Use SetVsyncEnabled instead.
- func FPSMode() FPSModeType {
- return FPSModeType(ui.Get().FPSMode())
- }
- // SetFPSMode sets the FPS mode.
- // The default FPS mode is FPSModeVsyncOn.
- //
- // SetFPSMode is concurrent-safe.
- //
- // Deprecated: as of v2.5. Use SetVsyncEnabled instead.
- func SetFPSMode(mode FPSModeType) {
- ui.Get().SetFPSMode(ui.FPSModeType(mode))
- }
- // ScheduleFrame schedules a next frame when the current FPS mode is FPSModeVsyncOffMinimum.
- //
- // ScheduleFrame is concurrent-safe.
- //
- // Deprecated: as of v2.5. Use SetScreenClearedEveryFrame(false) instead.
- // See examples/skipdraw for GPU optimization with SetScreenClearedEveryFrame(false).
- func ScheduleFrame() {
- ui.Get().ScheduleFrame()
- }
- // TPS returns the current maximum TPS.
- //
- // TPS is concurrent-safe.
- func TPS() int {
- return clock.TPS()
- }
- // MaxTPS returns the current maximum TPS.
- //
- // Deprecated: as of v2.4. Use TPS instead.
- func MaxTPS() int {
- return TPS()
- }
- // ActualTPS returns the current TPS (ticks per second),
- // that represents how many times Update function is called in a second.
- //
- // This value is for measurement and/or debug, and your game logic should not rely on this value.
- //
- // ActualTPS is concurrent-safe.
- func ActualTPS() float64 {
- return clock.ActualTPS()
- }
- // CurrentTPS returns the current TPS (ticks per second),
- // that represents how many times Update function is called in a second.
- //
- // Deprecated: as of v2.4. Use ActualTPS instead.
- func CurrentTPS() float64 {
- return ActualTPS()
- }
- // 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
- // SetTPS sets the maximum TPS (ticks per second),
- // that represents how many times 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, SetTPS panics.
- //
- // SetTPS is concurrent-safe.
- func SetTPS(tps int) {
- clock.SetTPS(tps)
- }
- // SetMaxTPS sets the maximum TPS (ticks per second),
- // that represents how many times updating function is called per second.
- //
- // Deprecated: as of v2.4. Use SetTPS instead.
- func SetMaxTPS(tps int) {
- SetTPS(tps)
- }
- // IsScreenTransparent reports whether the window is transparent.
- //
- // IsScreenTransparent is concurrent-safe.
- //
- // Deprecated: as of v2.5.
- func IsScreenTransparent() bool {
- if !ui.IsScreenTransparentAvailable() {
- return false
- }
- return screenTransparent.Load()
- }
- // 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.
- //
- // Deprecated: as of v2.5. Use RunGameWithOptions instead.
- func SetScreenTransparent(transparent bool) {
- screenTransparent.Store(transparent)
- }
- var screenTransparent atomic.Bool
- // SetInitFocused sets whether the application is focused on show.
- // The default value is true, i.e., the application is focused.
- //
- // SetInitFocused does nothing on mobile.
- //
- // SetInitFocused panics if this is called after the main loop.
- //
- // SetInitFocused is concurrent-safe.
- //
- // Deprecated: as of v2.5. Use RunGameWithOptions instead.
- func SetInitFocused(focused bool) {
- initUnfocused.Store(!focused)
- }
- var initUnfocused atomic.Bool
- func toUIRunOptions(options *RunGameOptions) *ui.RunOptions {
- const (
- defaultX11ClassName = "Ebitengine-Application"
- defaultX11InstanceName = "ebitengine-application"
- )
- if options == nil {
- return &ui.RunOptions{
- InitUnfocused: initUnfocused.Load(),
- ScreenTransparent: screenTransparent.Load(),
- X11ClassName: defaultX11ClassName,
- X11InstanceName: defaultX11InstanceName,
- }
- }
- if options.X11ClassName == "" {
- options.X11ClassName = defaultX11ClassName
- }
- if options.X11InstanceName == "" {
- options.X11InstanceName = defaultX11InstanceName
- }
- // ui.RunOptions.StrictContextRestoration is not used so far (#3098).
- // This might be reused in the future.
- // The original comment for StrictContextRestration is as follows:
- //
- // StrictContextRestration indicates whether the context lost should be restored strictly by Ebitengine or not.
- //
- // StrictContextRestration is available only on Android. Otherwise, StrictContextRestration is ignored.
- // Thus, StrictContextRestration should be used with mobile.SetGameWithOptions, rather than RunGameWithOptions.
- //
- // In Android, Ebitengien uses `GLSurfaceView`'s `setPreserveEGLContextOnPause(true)`.
- // This works in most cases, but it is still possible that the context is lost in some minor cases.
- //
- // When StrictContextRestration is true, Ebitengine tries to restore the context more strictly
- // for such minor cases.
- // However, this might cause a performance issue since Ebitengine tries to keep all the information
- // to restore the context.
- //
- // When StrictContextRestration is false, Ebitengine does nothing special to restore the context and
- // relies on the OS's behavior.
- //
- // The default (zero) value is false.
- return &ui.RunOptions{
- GraphicsLibrary: ui.GraphicsLibrary(options.GraphicsLibrary),
- InitUnfocused: options.InitUnfocused,
- ScreenTransparent: options.ScreenTransparent,
- SkipTaskbar: options.SkipTaskbar,
- SingleThread: options.SingleThread,
- DisableHiDPI: options.DisableHiDPI,
- ColorSpace: graphicsdriver.ColorSpace(options.ColorSpace),
- X11ClassName: options.X11ClassName,
- X11InstanceName: options.X11InstanceName,
- }
- }
- // DroppedFiles returns a virtual file system that includes only dropped files and/or directories
- // at its root directory, at the time Update is called.
- //
- // DroppedFiles works on desktops and browsers.
- //
- // DroppedFiles is concurrent-safe.
- func DroppedFiles() fs.FS {
- return theInputState.droppedFiles()
- }
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