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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"github.com/hajimehoshi/ebiten/internal/ui"
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)
func CurrentFPS() float64 {
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return currentRunContext.getCurrentFPS()
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}
type runContext struct {
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running bool
currentFPS float64
runningSlowly bool
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frames int64
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framesForFPS int64
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lastUpdated int64
lastFPSUpdated int64
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lastClockFrame int64
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ping func()
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m sync.RWMutex
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}
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var (
currentRunContext *runContext
contextInitCh = make(chan struct{})
)
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func (c *runContext) startRunning() {
c.m.Lock()
defer c.m.Unlock()
c.running = true
}
func (c *runContext) isRunning() bool {
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c.m.RLock()
defer c.m.RUnlock()
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return c.running
}
func (c *runContext) endRunning() {
c.m.Lock()
defer c.m.Unlock()
c.running = false
}
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func (c *runContext) getCurrentFPS() float64 {
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c.m.RLock()
defer c.m.RUnlock()
if !c.running {
// TODO: Should panic here?
return 0
}
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return c.currentFPS
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}
func (c *runContext) updateFPS(fps float64) {
c.m.Lock()
defer c.m.Unlock()
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c.currentFPS = fps
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}
type GraphicsContext interface {
SetSize(width, height int, scale float64)
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Update(updateCount int) error
Invalidate()
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}
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type loopGraphicsContext struct {
runContext *runContext
graphicsContext GraphicsContext
}
func (g *loopGraphicsContext) SetSize(width, height int, scale float64) {
g.graphicsContext.SetSize(width, height, scale)
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}
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func (g *loopGraphicsContext) Update() error {
return g.runContext.render(g.graphicsContext)
}
func (g *loopGraphicsContext) Invalidate() {
g.graphicsContext.Invalidate()
}
func Run(g GraphicsContext, width, height int, scale float64, title string) (err error) {
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if currentRunContext != nil {
return errors.New("loop: The game is already running")
}
currentRunContext = &runContext{}
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currentRunContext.startRunning()
defer currentRunContext.endRunning()
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n := now()
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currentRunContext.lastUpdated = n
currentRunContext.lastFPSUpdated = n
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close(contextInitCh)
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lg := &loopGraphicsContext{currentRunContext, g}
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if err := ui.Run(width, height, scale, title, lg); err != nil {
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if _, ok := err.(*ui.RegularTermination); ok {
return nil
}
return err
}
return nil
}
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func (c *runContext) updateCount(now int64) int {
count := 0
sync := false
t := now - c.lastUpdated
if t < 0 {
return 0
}
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if clock.IsValid() && c.lastClockFrame != clock.Frame() {
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sync = true
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f := clock.Frame()
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if c.frames < f {
count = int(f - c.frames)
}
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c.lastClockFrame = f
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} else {
if t > 5*int64(time.Second)/int64(clock.FPS) {
// The previous time is too old. Let's assume that the window was unfocused.
count = 0
c.lastUpdated = now
} else {
count = int(t * int64(clock.FPS) / int64(time.Second))
}
}
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// Stabilize FPS.
if count == 0 && (int64(time.Second)/int64(clock.FPS)/2) < t {
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count = 1
}
if count == 2 && (int64(time.Second)/int64(clock.FPS)*3/2) > t {
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count = 1
}
if count > 3 {
count = 3
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}
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if sync {
c.lastUpdated = now
} else {
c.lastUpdated += int64(count) * int64(time.Second) / int64(clock.FPS)
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}
c.frames += int64(count)
return count
}
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func RegisterPing(ping func()) {
<-contextInitCh
currentRunContext.registerPing(ping)
}
func (c *runContext) registerPing(ping func()) {
c.m.Lock()
c.ping = ping
c.m.Unlock()
}
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func (c *runContext) render(g GraphicsContext) 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 := c.updateCount(n)
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if err := g.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
}