ebiten/internal/loop/run.go

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// Copyright 2016 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.
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package loop
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import (
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"errors"
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"time"
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"github.com/hajimehoshi/ebiten/internal/clock"
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"github.com/hajimehoshi/ebiten/internal/sync"
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)
const FPS = 60
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func CurrentFPS() float64 {
if theRunContext == nil {
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return 0
}
return theRunContext.getCurrentFPS()
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}
type runContext struct {
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currentFPS float64
runningSlowly bool
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framesForFPS int64
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lastFPSUpdated int64
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ping func()
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m sync.RWMutex
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}
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var (
theRunContext *runContext
contextInitCh = make(chan struct{})
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)
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func (c *runContext) getCurrentFPS() float64 {
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c.m.RLock()
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v := c.currentFPS
c.m.RUnlock()
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return v
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}
func (c *runContext) updateFPS(fps float64) {
c.m.Lock()
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c.currentFPS = fps
c.m.Unlock()
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}
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func Start() error {
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// TODO: Need lock here?
if theRunContext != nil {
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return errors.New("loop: The game is already running")
}
theRunContext = &runContext{}
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n := now()
theRunContext.lastFPSUpdated = n
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close(contextInitCh)
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return nil
}
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func End() {
theRunContext = nil
}
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func RegisterPing(ping func()) {
<-contextInitCh
theRunContext.registerPing(ping)
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}
func (c *runContext) registerPing(ping func()) {
c.m.Lock()
c.ping = ping
c.m.Unlock()
}
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type Updater interface {
Update(updateCount int) error
}
func Update(u Updater) error {
<-contextInitCh
return theRunContext.update(u)
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}
func (c *runContext) update(u Updater) error {
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n := now()
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c.m.Lock()
if c.ping != nil {
c.ping()
}
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c.m.Unlock()
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count := clock.Frames(n, FPS)
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if err := u.Update(count); err != nil {
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return err
}
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c.framesForFPS++
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// Calc the current FPS.
if time.Second > time.Duration(n-c.lastFPSUpdated) {
return nil
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}
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currentFPS := float64(c.framesForFPS) * float64(time.Second) / float64(n-c.lastFPSUpdated)
c.updateFPS(currentFPS)
c.lastFPSUpdated = n
c.framesForFPS = 0
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return nil
}