454 lines
15 KiB
Go
454 lines
15 KiB
Go
// Copyright 2014 Hajime Hoshi
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package ebiten
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import (
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"sync/atomic"
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"github.com/hajimehoshi/ebiten/v2/internal/clock"
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"github.com/hajimehoshi/ebiten/v2/internal/driver"
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)
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// Game defines necessary functions for a game.
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type Game interface {
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// Update updates a game by one tick. The given argument represents a screen image.
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//
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// Update updates only the game logic and Draw draws the screen.
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//
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// In the first frame, it is ensured that Update is called at least once before Draw. You can use Update
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// to initialize the game state.
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//
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// After the first frame, Update might not be called or might be called once
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// or more for one frame. The frequency is determined by the current TPS (tick-per-second).
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Update() error
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// Draw draws the game screen by one frame.
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//
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// The give argument represents a screen image. The updated content is adopted as the game screen.
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Draw(screen *Image)
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// Layout accepts a native outside size in device-independent pixels and returns the game's logical screen
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// size.
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//
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// On desktops, the outside is a window or a monitor (fullscreen mode). On browsers, the outside is a body
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// element. On mobiles, the outside is the view's size.
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//
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// Even though the outside size and the screen size differ, the rendering scale is automatically adjusted to
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// fit with the outside.
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//
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// Layout is called almost every frame.
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//
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// It is ensured that Layout is invoked before Update is called in the first frame.
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//
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// If Layout returns non-positive numbers, the caller can panic.
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//
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// You can return a fixed screen size if you don't care, or you can also return a calculated screen size
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// adjusted with the given outside size.
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Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int)
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}
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// DefaultTPS represents a default ticks per second, that represents how many times game updating happens in a second.
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const DefaultTPS = 60
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// CurrentFPS returns the current number of FPS (frames per second), that represents
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// how many swapping buffer happens per second.
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//
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// On some environments, CurrentFPS doesn't return a reliable value since vsync doesn't work well there.
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// If you want to measure the application's speed, Use CurrentTPS.
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//
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// CurrentFPS is concurrent-safe.
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func CurrentFPS() float64 {
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return clock.CurrentFPS()
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}
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var (
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isScreenClearedEveryFrame = int32(1)
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isRunGameEnded_ = int32(0)
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currentMaxTPS = int32(DefaultTPS)
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)
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// SetScreenClearedEveryFrame enables or disables the clearing of the screen at the beginning of each frame.
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// The default value is true and the screen is cleared each frame by default.
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//
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// SetScreenClearedEveryFrame is concurrent-safe.
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func SetScreenClearedEveryFrame(cleared bool) {
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v := int32(0)
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if cleared {
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v = 1
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}
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atomic.StoreInt32(&isScreenClearedEveryFrame, v)
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theUIContext.setScreenClearedEveryFrame(cleared)
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}
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// IsScreenClearedEveryFrame returns true if the frame isn't cleared at the beginning.
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//
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// IsScreenClearedEveryFrame is concurrent-safe.
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func IsScreenClearedEveryFrame() bool {
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return atomic.LoadInt32(&isScreenClearedEveryFrame) != 0
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}
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type imageDumperGame struct {
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game Game
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d *imageDumper
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err error
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}
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func (i *imageDumperGame) Update() error {
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if i.err != nil {
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return i.err
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}
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if i.d == nil {
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i.d = &imageDumper{g: i.game}
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}
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return i.d.update()
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}
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func (i *imageDumperGame) Draw(screen *Image) {
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if i.err != nil {
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return
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}
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i.game.Draw(screen)
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i.err = i.d.dump(screen)
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}
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func (i *imageDumperGame) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int) {
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return i.game.Layout(outsideWidth, outsideHeight)
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}
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// RunGame starts the main loop and runs the game.
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// game's Update function is called every tick to update the game logic.
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// game's Draw function is called every frame to draw the screen.
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// game's Layout function is called when necessary, and you can specify the logical screen size by the function.
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//
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// On browsers, it is strongly recommended to use iframe if you embed an Ebiten application in your website.
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//
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// RunGame must be called on the main thread.
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// Note that Ebiten bounds the main goroutine to the main OS thread by runtime.LockOSThread.
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//
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// Ebiten tries to call game's Update function 60 times a second by default. In other words,
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// TPS (ticks per second) is 60 by default.
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// This is not related to framerate (display's refresh rate).
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//
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// RunGame returns error when 1) error happens in the underlying graphics driver, 2) audio error happens or
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// 3) f returns error. In the case of 3), RunGame returns the same error.
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//
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// The size unit is device-independent pixel.
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//
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// Don't call RunGame twice or more in one process.
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func RunGame(game Game) error {
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defer atomic.StoreInt32(&isRunGameEnded_, 1)
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initializeWindowPositionIfNeeded(WindowSize())
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theUIContext.set(&imageDumperGame{
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game: game,
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})
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if err := uiDriver().Run(theUIContext); err != nil {
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if err == driver.RegularTermination {
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return nil
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}
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return err
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}
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return nil
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}
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func isRunGameEnded() bool {
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return atomic.LoadInt32(&isRunGameEnded_) != 0
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}
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// ScreenSizeInFullscreen returns the size in device-independent pixels when the game is fullscreen.
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// The adopted monitor is the 'current' monitor which the window belongs to.
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// The returned value can be given to Run or SetSize function if the perfectly fit fullscreen is needed.
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//
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// On browsers, ScreenSizeInFullscreen returns the 'window' (global object) size, not 'screen' size since an Ebiten
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// game should not know the outside of the window object.
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//
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// On mobiles, ScreenSizeInFullscreen returns (0, 0) so far.
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//
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// ScreenSizeInFullscreen's use cases are limited. If you are making a fullscreen application, you can use RunGame and
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// the Game interface's Layout function instead. If you are making a not-fullscreen application but the application's
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// behavior depends on the monitor size, ScreenSizeInFullscreen is useful.
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//
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// ScreenSizeInFullscreen must be called on the main thread before ebiten.Run, and is concurrent-safe after
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// ebiten.Run.
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func ScreenSizeInFullscreen() (int, int) {
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return uiDriver().ScreenSizeInFullscreen()
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}
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// CursorMode returns the current cursor mode.
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//
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// CursorMode returns CursorModeHidden on mobiles.
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//
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// CursorMode is concurrent-safe.
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func CursorMode() CursorModeType {
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return uiDriver().CursorMode()
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}
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// SetCursorMode sets the render and capture mode of the mouse cursor.
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// CursorModeVisible sets the cursor to always be visible.
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// CursorModeHidden hides the system cursor when over the window.
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// CursorModeCaptured hides the system cursor and locks it to the window.
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//
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// CursorModeCaptured also works on browsers.
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// When the user exits the captured mode not by SetCursorMode but by the UI (e.g., pressing ESC),
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// the previous cursor mode is set automatically.
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//
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// SetCursorMode does nothing on mobiles.
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//
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// SetCursorMode is concurrent-safe.
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func SetCursorMode(mode CursorModeType) {
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uiDriver().SetCursorMode(mode)
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}
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// CursorShape returns the current cursor shape.
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//
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// CursorShape returns CursorShapeDefault on mobiles.
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//
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// CursorShape is concurrent-safe.
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func CursorShape() CursorShapeType {
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return uiDriver().CursorShape()
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}
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// SetCursorShape sets the cursor shape.
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//
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// SetCursorShape is concurrent-safe.
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func SetCursorShape(shape CursorShapeType) {
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uiDriver().SetCursorShape(shape)
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}
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// IsFullscreen reports whether the current mode is fullscreen or not.
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//
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// IsFullscreen always returns false on mobiles.
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//
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// IsFullscreen is concurrent-safe.
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func IsFullscreen() bool {
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return uiDriver().IsFullscreen()
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}
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// SetFullscreen changes the current mode to fullscreen or not on desktops and browsers.
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//
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// In fullscreen mode, the game screen is automatically enlarged
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// to fit with the monitor. The current scale value is ignored.
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//
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// On desktops, Ebiten uses 'windowed' fullscreen mode, which doesn't change
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// your monitor's resolution.
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//
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// On browsers, triggering fullscreen requires a user gesture otherwise SetFullscreen does nothing but leave an error message in console.
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// This behaviour varies across browser implementations, your mileage may vary.
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//
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// SetFullscreen does nothing on mobiles.
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//
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// SetFullscreen does nothing on macOS when the window is fullscreened natively by the macOS desktop
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// instead of SetFullscreen(true).
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//
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// SetFullscreen is concurrent-safe.
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func SetFullscreen(fullscreen bool) {
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uiDriver().SetFullscreen(fullscreen)
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}
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// IsFocused returns a boolean value indicating whether
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// the game is in focus or in the foreground.
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//
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// IsFocused will only return true if IsRunnableOnUnfocused is false.
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//
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// IsFocused is concurrent-safe.
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func IsFocused() bool {
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return uiDriver().IsFocused()
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}
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// IsRunnableOnUnfocused returns a boolean value indicating whether
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// the game runs even in background.
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//
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// IsRunnableOnUnfocused is concurrent-safe.
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func IsRunnableOnUnfocused() bool {
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return uiDriver().IsRunnableOnUnfocused()
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}
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// SetRunnableOnUnfocused sets the state if the game runs even in background.
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//
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// If the given value is true, the game runs even in background e.g. when losing focus.
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// The initial state is true.
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//
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// Known issue: On browsers, even if the state is on, the game doesn't run in background tabs.
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// This is because browsers throttles background tabs not to often update.
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//
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// SetRunnableOnUnfocused does nothing on mobiles so far.
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//
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// SetRunnableOnUnfocused is concurrent-safe.
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func SetRunnableOnUnfocused(runnableOnUnfocused bool) {
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uiDriver().SetRunnableOnUnfocused(runnableOnUnfocused)
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}
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// DeviceScaleFactor returns a device scale factor value of the current monitor which the window belongs to.
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//
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// DeviceScaleFactor returns a meaningful value on high-DPI display environment,
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// otherwise DeviceScaleFactor returns 1.
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//
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// DeviceScaleFactor might panic on init function on some devices like Android.
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// Then, it is not recommended to call DeviceScaleFactor from init functions.
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//
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// DeviceScaleFactor must be called on the main thread before the main loop, and is concurrent-safe after the main
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// loop.
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//
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// DeviceScaleFactor is concurrent-safe.
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//
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// BUG: DeviceScaleFactor value is not affected by SetWindowPosition before RunGame (#1575).
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func DeviceScaleFactor() float64 {
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return uiDriver().DeviceScaleFactor()
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}
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// IsVsyncEnabled returns a boolean value indicating whether
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// the game uses the display's vsync.
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//
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// Deprecated: as of v2.2. Use FPSMode instead.
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func IsVsyncEnabled() bool {
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return uiDriver().FPSMode() == driver.FPSModeVsyncOn
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}
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// SetVsyncEnabled sets a boolean value indicating whether
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// the game uses the display's vsync.
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//
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// Deprecated: as of v2.2. Use SetFPSMode instead.
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func SetVsyncEnabled(enabled bool) {
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if enabled {
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uiDriver().SetFPSMode(driver.FPSModeVsyncOn)
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} else {
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uiDriver().SetFPSMode(driver.FPSModeVsyncOffMaximum)
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}
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}
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// FPSModeType is a type of FPS modes.
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type FPSModeType = driver.FPSMode
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const (
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// FPSModeVsyncOn indicates that the game tries to sync the display's refresh rate.
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// FPSModeVsyncOn is the default mode.
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FPSModeVsyncOn FPSModeType = driver.FPSModeVsyncOn
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// FPSModeVsyncOffMaximum indicates that the game doesn't sync with vsycn, and
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// the game is updated whenever possible.
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//
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// Be careful that FPSModeVsyncOffMaximum might consume a lot of battery power.
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//
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// In FPSModeVsyncOffMaximum, the game's Draw is called almost without sleeping.
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// The game's Update is called based on the specified TPS.
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FPSModeVsyncOffMaximum FPSModeType = driver.FPSModeVsyncOffMaximum
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// FPSModeVsyncOffMinimum indicates that the game doesn't sync with vsycn, and
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// the game is updated only when necessary.
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//
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// FPSModeVsyncOffMinimum is useful for relatively static applications to save battery power.
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//
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// In FPSModeVsyncOffMinimum, the game's Update and Draw are called only when
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// 1) new inputting is detected, or 2) ScheduleFrame is called.
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// In FPSModeVsyncOffMinimum, TPS is SyncWithFPS no matter what TPS is specified at SetMaxTPS.
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FPSModeVsyncOffMinimum FPSModeType = driver.FPSModeVsyncOffMinimum
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)
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// FPSMode returns the current FPS mode.
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//
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// FPSMode is concurrent-safe.
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func FPSMode() FPSModeType {
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return uiDriver().FPSMode()
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}
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// SetFPSMode sets the FPS mode.
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// The default FPS mode is FPSModeVsycnOn.
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//
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// SetFPSMode is concurrent-safe.
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func SetFPSMode(mode FPSModeType) {
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uiDriver().SetFPSMode(mode)
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}
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// ScheduleFrame schedules a next frame when the current FPS mode is FPSModeVsyncOffMinimum.
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//
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// ScheduleFrame is concurrent-safe.
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func ScheduleFrame() {
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uiDriver().ScheduleFrame()
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}
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// MaxTPS returns the current maximum TPS.
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//
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// MaxTPS is concurrent-safe.
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func MaxTPS() int {
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if FPSMode() == FPSModeVsyncOffMinimum {
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return SyncWithFPS
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}
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return int(atomic.LoadInt32(¤tMaxTPS))
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}
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// CurrentTPS returns the current TPS (ticks per second),
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// that represents how many update function is called in a second.
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//
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// CurrentTPS is concurrent-safe.
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func CurrentTPS() float64 {
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return clock.CurrentTPS()
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}
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// SyncWithFPS is a special TPS value that means TPS syncs with FPS.
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const SyncWithFPS = clock.SyncWithFPS
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// UncappedTPS is a special TPS value that means TPS syncs with FPS.
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//
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// Deprecated: as of v2.2. Use SyncWithFPS instead.
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const UncappedTPS = SyncWithFPS
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// SetMaxTPS sets the maximum TPS (ticks per second),
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// that represents how many updating function is called per second.
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// The initial value is 60.
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//
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// If tps is SyncWithFPS, TPS is uncapped and the game is updated per frame.
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// If tps is negative but not SyncWithFPS, SetMaxTPS panics.
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//
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// SetMaxTPS is concurrent-safe.
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func SetMaxTPS(tps int) {
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if tps < 0 && tps != SyncWithFPS {
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panic("ebiten: tps must be >= 0 or SyncWithFPS")
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}
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atomic.StoreInt32(¤tMaxTPS, int32(tps))
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}
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// IsScreenTransparent reports whether the window is transparent.
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//
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// IsScreenTransparent is concurrent-safe.
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func IsScreenTransparent() bool {
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return uiDriver().IsScreenTransparent()
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}
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// SetScreenTransparent sets the state if the window is transparent.
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//
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// SetScreenTransparent panics if SetScreenTransparent is called after the main loop.
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//
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// SetScreenTransparent does nothing on mobiles.
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//
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// SetScreenTransparent is concurrent-safe.
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func SetScreenTransparent(transparent bool) {
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uiDriver().SetScreenTransparent(transparent)
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}
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// SetInitFocused sets whether the application is focused on show.
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// The default value is true, i.e., the application is focused.
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// Note that the application does not proceed if this is not focused by default.
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// This behavior can be changed by SetRunnableInBackground.
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//
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// SetInitFocused does nothing on mobile.
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//
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// SetInitFocused panics if this is called after the main loop.
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//
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// SetInitFocused is cuncurrent-safe.
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func SetInitFocused(focused bool) {
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uiDriver().SetInitFocused(focused)
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}
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