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https://github.com/hajimehoshi/ebiten.git
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ui: Implement CurrentTPS
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parent
e99f2f9f69
commit
0593b77eb8
@ -176,8 +176,8 @@ func update(screen *ebiten.Image) error {
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x, y := ebiten.CursorPosition()
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tpsStr := "Uncapped"
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if maxTPS := ebiten.MaxTPS(); maxTPS != ebiten.UncappedTPS {
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tpsStr = fmt.Sprintf("%d", maxTPS)
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if t := ebiten.MaxTPS(); t != ebiten.UncappedTPS {
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tpsStr = fmt.Sprintf("%d", t)
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}
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msg := fmt.Sprintf(`Press arrow keys to change the window size
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Press S key to change the window scale
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@ -190,7 +190,7 @@ Press T key to switch TPS (ticks per second)
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Press Q key to quit
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Cursor: (%d, %d)
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FPS: %0.2f
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TPS: %s`, x, y, ebiten.CurrentFPS(), tpsStr)
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TPS: Current: %0.2f / Max: %s`, x, y, ebiten.CurrentFPS(), ebiten.CurrentTPS(), tpsStr)
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ebitenutil.DebugPrint(screen, msg)
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return nil
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}
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@ -84,9 +84,6 @@ func (c *graphicsContext) initializeIfNeeded() error {
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func (c *graphicsContext) Update(afterFrameUpdate func()) error {
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tps := int(MaxTPS())
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updateCount := clock.Update(tps)
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if tps == UncappedTPS {
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updateCount = 1
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}
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if err := c.initializeIfNeeded(); err != nil {
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return err
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@ -24,9 +24,11 @@ var (
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// lastSystemTime is the last system time in the previous Update.
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lastSystemTime int64
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currentFPS float64
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lastFPSUpdated int64
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framesForFPS int64
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currentFPS float64
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currentTPS float64
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lastUpdated int64
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fpsCount = 0
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tpsCount = 0
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started bool
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onStart func()
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@ -41,6 +43,13 @@ func CurrentFPS() float64 {
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return v
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}
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func CurrentTPS() float64 {
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m.Lock()
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v := currentTPS
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m.Unlock()
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return v
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}
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func OnStart(f func()) {
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m.Lock()
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onStart = f
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@ -94,23 +103,29 @@ func calcCountFromTPS(tps int64, now int64) int {
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return count
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}
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func updateFPS(now int64) {
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if lastFPSUpdated == 0 {
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lastFPSUpdated = now
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func updateFPSAndTPS(now int64, count int) {
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if lastUpdated == 0 {
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lastUpdated = now
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}
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framesForFPS++
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if time.Second > time.Duration(now-lastFPSUpdated) {
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fpsCount++
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tpsCount += count
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if time.Second > time.Duration(now-lastUpdated) {
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return
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}
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currentFPS = float64(framesForFPS) * float64(time.Second) / float64(now-lastFPSUpdated)
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lastFPSUpdated = now
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framesForFPS = 0
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currentFPS = float64(fpsCount) * float64(time.Second) / float64(now-lastUpdated)
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currentTPS = float64(tpsCount) * float64(time.Second) / float64(now-lastUpdated)
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lastUpdated = now
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fpsCount = 0
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tpsCount = 0
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}
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const UncappedTPS = -1
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// Update updates the inner clock state and returns an integer value
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// indicating how many game frames the game should update based on given tps.
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// indicating how many times the game should update based on given tps.
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// tps represents TPS (ticks per second).
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// If tps <= 0, Update always returns 0.
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// If tps is UncappedTPS, Update always returns 1.
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// If tps <= 0 and not UncappedTPS, Update always returns 0.
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//
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// Update is expected to be called per frame.
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func Update(tps int) int {
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@ -125,9 +140,12 @@ func Update(tps int) int {
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}
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n := now()
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updateFPS(n)
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if tps > 0 {
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return calcCountFromTPS(int64(tps), n)
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c := 0
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if tps == UncappedTPS {
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c = 1
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} else if tps > 0 {
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c = calcCountFromTPS(int64(tps), n)
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}
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return 0
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updateFPSAndTPS(n, c)
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return c
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}
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8
run.go
8
run.go
@ -564,8 +564,14 @@ func MaxTPS() int {
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return int(atomic.LoadInt32(¤tMaxTPS))
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}
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// CurrentTPS returns the current TPS (ticks per second),
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// that represents how many update function is called in a second.
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func CurrentTPS() float64 {
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return clock.CurrentTPS()
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}
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// UncappedTPS is a special TPS value that means the game doesn't have limitation on TPS.
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const UncappedTPS = -1
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const UncappedTPS = clock.UncappedTPS
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// SetMaxTPS sets the maximum TPS (ticks per second),
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// that represents how many updating function is called per second.
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