diff --git a/internal/ui/context.go b/internal/ui/context.go index b47298ac9..6d3e1cb51 100644 --- a/internal/ui/context.go +++ b/internal/ui/context.go @@ -62,7 +62,7 @@ func newContext(game Game) *context { func (c *context) updateFrame(graphicsDriver graphicsdriver.Graphics, outsideWidth, outsideHeight float64, deviceScaleFactor float64) error { // TODO: If updateCount is 0 and vsync is disabled, swapping buffers can be skipped. - return c.updateFrameImpl(graphicsDriver, clock.Update(theGlobalState.maxTPS()), outsideWidth, outsideHeight, deviceScaleFactor) + return c.updateFrameImpl(graphicsDriver, clock.Update(theGlobalState.tps()), outsideWidth, outsideHeight, deviceScaleFactor) } func (c *context) forceUpdateFrame(graphicsDriver graphicsdriver.Graphics, outsideWidth, outsideHeight float64, deviceScaleFactor float64) error { @@ -283,7 +283,7 @@ func (c *context) screenScaleAndOffsets() (float64, float64, float64) { } var theGlobalState = globalState{ - maxTPS_: DefaultTPS, + tps_: DefaultTPS, isScreenClearedEveryFrame_: 1, screenFilterEnabled_: 1, } @@ -295,7 +295,7 @@ type globalState struct { errM sync.Mutex fpsMode_ int32 - maxTPS_ int32 + tps_ int32 isScreenClearedEveryFrame_ int32 screenFilterEnabled_ int32 } @@ -322,18 +322,18 @@ func (g *globalState) setFPSMode(fpsMode FPSModeType) { atomic.StoreInt32(&g.fpsMode_, int32(fpsMode)) } -func (g *globalState) maxTPS() int { +func (g *globalState) tps() int { if g.fpsMode() == FPSModeVsyncOffMinimum { return clock.SyncWithFPS } - return int(atomic.LoadInt32(&g.maxTPS_)) + return int(atomic.LoadInt32(&g.tps_)) } -func (g *globalState) setMaxTPS(tps int) { +func (g *globalState) setTPS(tps int) { if tps < 0 && tps != clock.SyncWithFPS { panic("ui: tps must be >= 0 or SyncWithFPS") } - atomic.StoreInt32(&g.maxTPS_, int32(tps)) + atomic.StoreInt32(&g.tps_, int32(tps)) } func (g *globalState) isScreenClearedEveryFrame() bool { @@ -369,12 +369,12 @@ func SetFPSMode(fpsMode FPSModeType) { theUI.SetFPSMode(fpsMode) } -func MaxTPS() int { - return theGlobalState.maxTPS() +func TPS() int { + return theGlobalState.tps() } -func SetMaxTPS(tps int) { - theGlobalState.setMaxTPS(tps) +func SetTPS(tps int) { + theGlobalState.setTPS(tps) } func IsScreenClearedEveryFrame() bool { diff --git a/run.go b/run.go index 3c232049d..00f2471cd 100644 --- a/run.go +++ b/run.go @@ -417,11 +417,11 @@ func ScheduleFrame() { // // MaxTPS is concurrent-safe. func MaxTPS() int { - return ui.MaxTPS() + return ui.TPS() } // CurrentTPS returns the current TPS (ticks per second), -// that represents how many update function is called in a second. +// that represents how many Update function is called in a second. // // This value is for measurement and/or debug, and your game logic should not rely on this value. // @@ -447,7 +447,7 @@ const UncappedTPS = SyncWithFPS // // SetMaxTPS is concurrent-safe. func SetMaxTPS(tps int) { - ui.SetMaxTPS(tps) + ui.SetTPS(tps) } // IsScreenTransparent reports whether the window is transparent.