ui: Implement CurrentTPS

This commit is contained in:
Hajime Hoshi 2018-07-18 02:11:00 +09:00
parent e99f2f9f69
commit 0593b77eb8
4 changed files with 45 additions and 24 deletions

View File

@ -176,8 +176,8 @@ func update(screen *ebiten.Image) error {
x, y := ebiten.CursorPosition()
tpsStr := "Uncapped"
if maxTPS := ebiten.MaxTPS(); maxTPS != ebiten.UncappedTPS {
tpsStr = fmt.Sprintf("%d", maxTPS)
if t := ebiten.MaxTPS(); t != ebiten.UncappedTPS {
tpsStr = fmt.Sprintf("%d", t)
}
msg := fmt.Sprintf(`Press arrow keys to change the window size
Press S key to change the window scale
@ -190,7 +190,7 @@ Press T key to switch TPS (ticks per second)
Press Q key to quit
Cursor: (%d, %d)
FPS: %0.2f
TPS: %s`, x, y, ebiten.CurrentFPS(), tpsStr)
TPS: Current: %0.2f / Max: %s`, x, y, ebiten.CurrentFPS(), ebiten.CurrentTPS(), tpsStr)
ebitenutil.DebugPrint(screen, msg)
return nil
}

View File

@ -84,9 +84,6 @@ func (c *graphicsContext) initializeIfNeeded() error {
func (c *graphicsContext) Update(afterFrameUpdate func()) error {
tps := int(MaxTPS())
updateCount := clock.Update(tps)
if tps == UncappedTPS {
updateCount = 1
}
if err := c.initializeIfNeeded(); err != nil {
return err

View File

@ -24,9 +24,11 @@ var (
// lastSystemTime is the last system time in the previous Update.
lastSystemTime int64
currentFPS float64
lastFPSUpdated int64
framesForFPS int64
currentFPS float64
currentTPS float64
lastUpdated int64
fpsCount = 0
tpsCount = 0
started bool
onStart func()
@ -41,6 +43,13 @@ func CurrentFPS() float64 {
return v
}
func CurrentTPS() float64 {
m.Lock()
v := currentTPS
m.Unlock()
return v
}
func OnStart(f func()) {
m.Lock()
onStart = f
@ -94,23 +103,29 @@ func calcCountFromTPS(tps int64, now int64) int {
return count
}
func updateFPS(now int64) {
if lastFPSUpdated == 0 {
lastFPSUpdated = now
func updateFPSAndTPS(now int64, count int) {
if lastUpdated == 0 {
lastUpdated = now
}
framesForFPS++
if time.Second > time.Duration(now-lastFPSUpdated) {
fpsCount++
tpsCount += count
if time.Second > time.Duration(now-lastUpdated) {
return
}
currentFPS = float64(framesForFPS) * float64(time.Second) / float64(now-lastFPSUpdated)
lastFPSUpdated = now
framesForFPS = 0
currentFPS = float64(fpsCount) * float64(time.Second) / float64(now-lastUpdated)
currentTPS = float64(tpsCount) * float64(time.Second) / float64(now-lastUpdated)
lastUpdated = now
fpsCount = 0
tpsCount = 0
}
const UncappedTPS = -1
// Update updates the inner clock state and returns an integer value
// indicating how many game frames the game should update based on given tps.
// indicating how many times the game should update based on given tps.
// tps represents TPS (ticks per second).
// If tps <= 0, Update always returns 0.
// If tps is UncappedTPS, Update always returns 1.
// If tps <= 0 and not UncappedTPS, Update always returns 0.
//
// Update is expected to be called per frame.
func Update(tps int) int {
@ -125,9 +140,12 @@ func Update(tps int) int {
}
n := now()
updateFPS(n)
if tps > 0 {
return calcCountFromTPS(int64(tps), n)
c := 0
if tps == UncappedTPS {
c = 1
} else if tps > 0 {
c = calcCountFromTPS(int64(tps), n)
}
return 0
updateFPSAndTPS(n, c)
return c
}

8
run.go
View File

@ -564,8 +564,14 @@ func MaxTPS() int {
return int(atomic.LoadInt32(&currentMaxTPS))
}
// CurrentTPS returns the current TPS (ticks per second),
// that represents how many update function is called in a second.
func CurrentTPS() float64 {
return clock.CurrentTPS()
}
// UncappedTPS is a special TPS value that means the game doesn't have limitation on TPS.
const UncappedTPS = -1
const UncappedTPS = clock.UncappedTPS
// SetMaxTPS sets the maximum TPS (ticks per second),
// that represents how many updating function is called per second.