internal/ui: rename the TPS functions

Updates #2071
This commit is contained in:
Hajime Hoshi 2022-07-12 12:25:55 +09:00
parent 96e3b06a0c
commit 08e54ae1a6
2 changed files with 14 additions and 14 deletions

View File

@ -62,7 +62,7 @@ func newContext(game Game) *context {
func (c *context) updateFrame(graphicsDriver graphicsdriver.Graphics, outsideWidth, outsideHeight float64, deviceScaleFactor float64) error { 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. // 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 { 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{ var theGlobalState = globalState{
maxTPS_: DefaultTPS, tps_: DefaultTPS,
isScreenClearedEveryFrame_: 1, isScreenClearedEveryFrame_: 1,
screenFilterEnabled_: 1, screenFilterEnabled_: 1,
} }
@ -295,7 +295,7 @@ type globalState struct {
errM sync.Mutex errM sync.Mutex
fpsMode_ int32 fpsMode_ int32
maxTPS_ int32 tps_ int32
isScreenClearedEveryFrame_ int32 isScreenClearedEveryFrame_ int32
screenFilterEnabled_ int32 screenFilterEnabled_ int32
} }
@ -322,18 +322,18 @@ func (g *globalState) setFPSMode(fpsMode FPSModeType) {
atomic.StoreInt32(&g.fpsMode_, int32(fpsMode)) atomic.StoreInt32(&g.fpsMode_, int32(fpsMode))
} }
func (g *globalState) maxTPS() int { func (g *globalState) tps() int {
if g.fpsMode() == FPSModeVsyncOffMinimum { if g.fpsMode() == FPSModeVsyncOffMinimum {
return clock.SyncWithFPS 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 { if tps < 0 && tps != clock.SyncWithFPS {
panic("ui: tps must be >= 0 or 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 { func (g *globalState) isScreenClearedEveryFrame() bool {
@ -369,12 +369,12 @@ func SetFPSMode(fpsMode FPSModeType) {
theUI.SetFPSMode(fpsMode) theUI.SetFPSMode(fpsMode)
} }
func MaxTPS() int { func TPS() int {
return theGlobalState.maxTPS() return theGlobalState.tps()
} }
func SetMaxTPS(tps int) { func SetTPS(tps int) {
theGlobalState.setMaxTPS(tps) theGlobalState.setTPS(tps)
} }
func IsScreenClearedEveryFrame() bool { func IsScreenClearedEveryFrame() bool {

6
run.go
View File

@ -417,11 +417,11 @@ func ScheduleFrame() {
// //
// MaxTPS is concurrent-safe. // MaxTPS is concurrent-safe.
func MaxTPS() int { func MaxTPS() int {
return ui.MaxTPS() return ui.TPS()
} }
// CurrentTPS returns the current TPS (ticks per second), // 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. // 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. // SetMaxTPS is concurrent-safe.
func SetMaxTPS(tps int) { func SetMaxTPS(tps int) {
ui.SetMaxTPS(tps) ui.SetTPS(tps)
} }
// IsScreenTransparent reports whether the window is transparent. // IsScreenTransparent reports whether the window is transparent.