Files
Hajime Hoshi 3e3b8b1662 internal/ui: defer GLFW initialization to RunGame
Move initializePlatform(), initializeGLFW(), and the monitor callback
registration from UserInterface.init() (called at package init time)
to initOnMainThread() (called only when RunGame() is invoked).

This prevents go test from hanging for packages that transitively
import Ebitengine, since GLFW initialization requires a display and
blocks in headless environments.

Also move initializeWindowPositionIfNeeded logic into initOnMainThread
since it depends on the monitor being available, which requires GLFW.
The window size and position-set flag are now passed through RunOptions.

Closes #3430

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-08 18:05:57 +09:00

775 lines
30 KiB
Go

// 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"
"runtime"
"sync/atomic"
"github.com/hajimehoshi/ebiten/v2/internal/clock"
ecolor "github.com/hajimehoshi/ebiten/v2/internal/color"
"github.com/hajimehoshi/ebiten/v2/internal/inputstate"
"github.com/hajimehoshi/ebiten/v2/internal/ui"
)
// Game defines necessary functions for a game.
type Game interface {
// Update updates a game by one tick.
//
// 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 provided 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 monitor's 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 dimensions.
//
// 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 may panic.
//
// You can return a fixed screen size if desired, 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)
DrawTriangles32(vertices []Vertex, indices []uint32, img *Image, options *DrawTrianglesOptions)
DrawRectShader(width, height int, shader *Shader, options *DrawRectShaderOptions)
DrawTrianglesShader(vertices []Vertex, indices []uint16, shader *Shader, options *DrawTrianglesShaderOptions)
DrawTrianglesShader32(vertices []Vertex, indices []uint32, 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 an 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
// ApplePressAndHoldEnabled indicates whether the press-and-hold feature is enabled or not.
// If true, pressing and holding a key might show a menu to select a character glyph variant.
// This is useful for GUI applications, but some APIs like [AppendInputChars]'s behavior is changed:
// for example, pressing and holding Q key would not repeat 'q' by [AppendInputChars].
// If false, pressing and holding a key repeats the key event.
//
// ApplePressAndHoldEnabled is available only on macOS.
//
// The default (zero) value is false, which means that the press-and-hold feature is disabled.
ApplePressAndHoldEnabled bool
// X11ClassName 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)
op := toUIRunOptions(options)
ww, wh := WindowSize()
op.InitWindowWidthInDIP = ww
op.InitWindowHeightInDIP = wh
op.WindowPositionSet = windowPositionSetExplicitly.Load()
// 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 for 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 for 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"
)
colorSpace := ecolor.ColorSpaceSRGB
if options != nil && options.ColorSpace != ColorSpaceDefault {
colorSpace = ecolor.ColorSpace(options.ColorSpace)
} else if runtime.GOOS == "darwin" || runtime.GOOS == "ios" {
// On macOS or iOS, the default color space is Display P3.
// TODO: Remove this logic at v3. sRGB should be the default in the future (#3349).
colorSpace = ecolor.ColorSpaceDisplayP3
}
if options == nil {
return &ui.RunOptions{
InitUnfocused: initUnfocused.Load(),
ScreenTransparent: screenTransparent.Load(),
ColorSpace: colorSpace,
X11ClassName: defaultX11ClassName,
X11InstanceName: defaultX11InstanceName,
}
}
if options.X11ClassName == "" {
options.X11ClassName = defaultX11ClassName
}
if options.X11InstanceName == "" {
options.X11InstanceName = defaultX11InstanceName
}
return &ui.RunOptions{
GraphicsLibrary: ui.GraphicsLibrary(options.GraphicsLibrary),
InitUnfocused: options.InitUnfocused,
ScreenTransparent: options.ScreenTransparent,
SkipTaskbar: options.SkipTaskbar,
SingleThread: options.SingleThread,
DisableHiDPI: options.DisableHiDPI,
ColorSpace: colorSpace,
ApplePressAndHoldEnabled: options.ApplePressAndHoldEnabled,
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.
//
// As of Ebitengine 2.9, the returned value also implements [io/fs.ReadDirFS].
//
// DroppedFiles is concurrent-safe.
func DroppedFiles() fs.FS {
return inputstate.Get().DroppedFiles()
}
// Tick returns the current tick count.
// The tick count starts with 0 and is incremented by one on every Update call.
//
// Tick is concurrent-safe.
func Tick() int64 {
return ui.Get().Tick()
}
// RunOnMainThread runs the given function on the main thread.
// RunOnMainThread executes the function synchronously and returns after the function completes.
//
// If RunOnMainThread is called on the main thread, RunOnMainThread blocks forever.
// Especially, RunOnMainThread can block forever if [RunGame] is not called yet.
//
// RunOnMainThread is useful to access platform-specific APIs in a safe way.
//
// RunOnMainThread panics if the platform doesn't support it.
func RunOnMainThread(f func()) {
ui.Get().RunOnMainThread(f)
}