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https://github.com/hajimehoshi/ebiten.git
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parent
96e3b06a0c
commit
08e54ae1a6
@ -62,7 +62,7 @@ func newContext(game Game) *context {
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func (c *context) updateFrame(graphicsDriver graphicsdriver.Graphics, outsideWidth, outsideHeight float64, 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(graphicsDriver, clock.Update(theGlobalState.maxTPS()), outsideWidth, outsideHeight, deviceScaleFactor)
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return c.updateFrameImpl(graphicsDriver, clock.Update(theGlobalState.tps()), outsideWidth, outsideHeight, deviceScaleFactor)
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}
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func (c *context) forceUpdateFrame(graphicsDriver graphicsdriver.Graphics, outsideWidth, outsideHeight float64, deviceScaleFactor float64) error {
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@ -283,7 +283,7 @@ func (c *context) screenScaleAndOffsets() (float64, float64, float64) {
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}
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var theGlobalState = globalState{
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maxTPS_: DefaultTPS,
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tps_: DefaultTPS,
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isScreenClearedEveryFrame_: 1,
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screenFilterEnabled_: 1,
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}
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@ -295,7 +295,7 @@ type globalState struct {
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errM sync.Mutex
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fpsMode_ int32
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maxTPS_ int32
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tps_ int32
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isScreenClearedEveryFrame_ int32
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screenFilterEnabled_ int32
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}
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@ -322,18 +322,18 @@ 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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func (g *globalState) tps() 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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return int(atomic.LoadInt32(&g.tps_))
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}
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func (g *globalState) setMaxTPS(tps int) {
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func (g *globalState) setTPS(tps int) {
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if tps < 0 && tps != clock.SyncWithFPS {
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panic("ui: tps must be >= 0 or SyncWithFPS")
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}
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atomic.StoreInt32(&g.maxTPS_, int32(tps))
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atomic.StoreInt32(&g.tps_, int32(tps))
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}
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func (g *globalState) isScreenClearedEveryFrame() bool {
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@ -369,12 +369,12 @@ func SetFPSMode(fpsMode FPSModeType) {
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theUI.SetFPSMode(fpsMode)
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}
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func MaxTPS() int {
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return theGlobalState.maxTPS()
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func TPS() int {
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return theGlobalState.tps()
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}
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func SetMaxTPS(tps int) {
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theGlobalState.setMaxTPS(tps)
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func SetTPS(tps int) {
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theGlobalState.setTPS(tps)
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}
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func IsScreenClearedEveryFrame() bool {
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6
run.go
6
run.go
@ -417,11 +417,11 @@ func ScheduleFrame() {
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//
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// MaxTPS is concurrent-safe.
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func MaxTPS() int {
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return ui.MaxTPS()
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return ui.TPS()
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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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// that represents how many Update function is called in a second.
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//
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// This value is for measurement and/or debug, and your game logic should not rely on this value.
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//
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@ -447,7 +447,7 @@ const UncappedTPS = SyncWithFPS
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//
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// SetMaxTPS is concurrent-safe.
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func SetMaxTPS(tps int) {
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ui.SetMaxTPS(tps)
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ui.SetTPS(tps)
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}
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// IsScreenTransparent reports whether the window is transparent.
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