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// Copyright 2022 The Ebiten Authors
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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 ui
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import (
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"math"
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"sync"
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"sync/atomic"
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"github.com/hajimehoshi/ebiten/v2/internal/buffered"
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"github.com/hajimehoshi/ebiten/v2/internal/clock"
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"github.com/hajimehoshi/ebiten/v2/internal/debug"
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graphicspkg "github.com/hajimehoshi/ebiten/v2/internal/graphics"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/hooks"
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)
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const DefaultTPS = 60
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type Game interface {
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Layout(outsideWidth, outsideHeight float64, deviceScaleFactor float64) (int, int)
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Update() error
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Draw(screenScale float64, offsetX, offsetY float64, needsClearingScreen bool, framebufferYDirection graphicsdriver.YDirection, screenClearedEveryFrame bool) error
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}
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type contextImpl struct {
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game Game
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updateCalled bool
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// The following members must be protected by the mutex m.
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outsideWidth float64
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outsideHeight float64
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screenWidth int
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screenHeight int
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m sync.Mutex
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}
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func newContextImpl(game Game) *contextImpl {
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return &contextImpl{
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game: game,
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}
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}
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func (c *contextImpl) updateFrame(deviceScaleFactor float64) error {
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// TODO: If updateCount is 0 and vsync is disabled, swapping buffers can be skipped.
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return c.updateFrameImpl(clock.Update(theGlobalState.maxTPS()), deviceScaleFactor)
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}
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func (c *contextImpl) forceUpdateFrame(deviceScaleFactor float64) error {
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return c.updateFrameImpl(1, deviceScaleFactor)
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}
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func (c *contextImpl) updateFrameImpl(updateCount int, deviceScaleFactor float64) error {
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if err := theGlobalState.err(); err != nil {
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return err
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}
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// ForceUpdate can be invoked even if the context is not initialized yet (#1591).
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if w, h := c.layoutGame(deviceScaleFactor); w == 0 || h == 0 {
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return nil
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}
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debug.Logf("----\n")
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if err := buffered.BeginFrame(); err != nil {
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return err
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}
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// Ensure that Update is called once before Draw so that Update can be used for initialization.
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if !c.updateCalled && updateCount == 0 {
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updateCount = 1
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c.updateCalled = true
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}
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debug.Logf("Update count per frame: %d\n", updateCount)
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// Update the game.
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for i := 0; i < updateCount; i++ {
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if err := hooks.RunBeforeUpdateHooks(); err != nil {
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return err
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}
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if err := c.game.Update(); err != nil {
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return err
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}
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Get().resetForTick()
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}
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// Draw the game.
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screenScale, offsetX, offsetY := c.screenScaleAndOffsets(deviceScaleFactor)
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if err := c.game.Draw(screenScale, offsetX, offsetY, graphics().NeedsClearingScreen(), graphics().FramebufferYDirection(), theGlobalState.isScreenClearedEveryFrame()); err != nil {
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return err
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}
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// All the vertices data are consumed at the end of the frame, and the data backend can be
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// available after that. Until then, lock the vertices backend.
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return graphicspkg.LockAndResetVertices(func() error {
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if err := buffered.EndFrame(); err != nil {
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return err
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}
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return nil
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})
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}
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func (c *contextImpl) layoutGame(deviceScaleFactor float64) (int, int) {
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c.m.Lock()
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defer c.m.Unlock()
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w, h := c.game.Layout(c.outsideWidth, c.outsideHeight, deviceScaleFactor)
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c.screenWidth = w
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c.screenHeight = h
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return w, h
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}
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func (c *contextImpl) layout(outsideWidth, outsideHeight float64) {
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// The given outside size can be 0 e.g. just after restoring from the fullscreen mode on Windows (#1589)
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// Just ignore such cases. Otherwise, creating a zero-sized framebuffer causes a panic.
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if outsideWidth == 0 || outsideHeight == 0 {
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return
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}
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c.m.Lock()
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defer c.m.Unlock()
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c.outsideWidth = outsideWidth
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c.outsideHeight = outsideHeight
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}
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func (c *contextImpl) adjustPosition(x, y float64, deviceScaleFactor float64) (float64, float64) {
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s, ox, oy := c.screenScaleAndOffsets(deviceScaleFactor)
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// The scale 0 indicates that the screen is not initialized yet.
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// As any cursor values don't make sense, just return NaN.
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if s == 0 {
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return math.NaN(), math.NaN()
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}
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return (x*deviceScaleFactor - ox) / s, (y*deviceScaleFactor - oy) / s
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}
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func (c *contextImpl) screenScaleAndOffsets(deviceScaleFactor float64) (float64, float64, float64) {
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c.m.Lock()
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defer c.m.Unlock()
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if c.screenWidth == 0 || c.screenHeight == 0 {
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return 0, 0, 0
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}
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scaleX := c.outsideWidth / float64(c.screenWidth) * deviceScaleFactor
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scaleY := c.outsideHeight / float64(c.screenHeight) * deviceScaleFactor
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scale := math.Min(scaleX, scaleY)
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width := float64(c.screenWidth) * scale
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height := float64(c.screenHeight) * scale
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x := (c.outsideWidth*deviceScaleFactor - width) / 2
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y := (c.outsideHeight*deviceScaleFactor - height) / 2
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return scale, x, y
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}
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var theGlobalState = globalState{
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maxTPS_: DefaultTPS,
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isScreenClearedEveryFrame_: 1,
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}
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// globalState represents a global state in this package.
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// This is available even before the game loop starts.
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type globalState struct {
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err_ atomic.Value
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fpsMode_ int32
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maxTPS_ int32
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isScreenClearedEveryFrame_ int32
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}
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func (g *globalState) err() error {
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err, ok := g.err_.Load().(error)
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if !ok {
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return nil
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}
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return err
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}
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func (g *globalState) setError(err error) {
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g.err_.Store(err)
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}
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func (g *globalState) fpsMode() FPSModeType {
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return FPSModeType(atomic.LoadInt32(&g.fpsMode_))
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}
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func (g *globalState) setFPSMode(fpsMode FPSModeType) {
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atomic.StoreInt32(&g.fpsMode_, int32(fpsMode))
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}
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func (g *globalState) maxTPS() int {
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if g.fpsMode() == FPSModeVsyncOffMinimum {
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return clock.SyncWithFPS
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}
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return int(atomic.LoadInt32(&g.maxTPS_))
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}
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func (g *globalState) setMaxTPS(tps int) {
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if tps < 0 && tps != clock.SyncWithFPS {
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panic("ebiten: tps must be >= 0 or SyncWithFPS")
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}
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atomic.StoreInt32(&g.maxTPS_, int32(tps))
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}
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func (g *globalState) isScreenClearedEveryFrame() bool {
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return atomic.LoadInt32(&g.isScreenClearedEveryFrame_) != 0
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}
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func (g *globalState) 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(&g.isScreenClearedEveryFrame_, v)
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}
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func SetError(err error) {
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theGlobalState.setError(err)
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}
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func FPSMode() FPSModeType {
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return theGlobalState.fpsMode()
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}
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func SetFPSMode(fpsMode FPSModeType) {
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theGlobalState.setFPSMode(fpsMode)
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Get().SetFPSMode(fpsMode)
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}
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func MaxTPS() int {
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return theGlobalState.maxTPS()
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}
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func SetMaxTPS(tps int) {
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theGlobalState.setMaxTPS(tps)
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}
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func IsScreenClearedEveryFrame() bool {
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return theGlobalState.isScreenClearedEveryFrame()
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}
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func SetScreenClearedEveryFrame(cleared bool) {
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theGlobalState.setScreenClearedEveryFrame(cleared)
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}
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