mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-24 10:48:53 +01:00
loop: Bug fix: vsync should not use channels on browsers (#259)
This commit is contained in:
parent
57a32464dc
commit
1e0bdf844d
@ -86,6 +86,12 @@ type GraphicsContext interface {
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UpdateAndDraw(context *opengl.Context, updateCount int) error
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}
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type regularTermination struct{}
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func (e regularTermination) Error() string {
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return "regular termination"
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}
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func Run(g GraphicsContext, width, height int, scale float64, title string, fps int) (err error) {
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if currentRunContext != nil {
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return errors.New("loop: The game is already running")
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@ -107,24 +113,41 @@ func Run(g GraphicsContext, width, height int, scale float64, title string, fps
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n := now()
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currentRunContext.lastUpdated = n
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currentRunContext.lastFPSUpdated = n
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if err := ui.CurrentUI().AnimationFrameLoop(func() error {
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return currentRunContext.update(g)
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}); err != nil {
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if err == (regularTermination{}) {
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return nil
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}
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return err
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}
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return nil
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}
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func (c *runContext) update(g GraphicsContext) error {
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for {
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e, err := ui.CurrentUI().Update()
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if err != nil {
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return err
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}
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switch e := e.(type) {
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case ui.NopEvent:
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return nil
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case ui.ScreenSizeEvent:
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if err := g.SetSize(e.Width, e.Height, e.ActualScale); err != nil {
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return err
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}
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e.Done <- struct{}{}
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continue
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case ui.CloseEvent:
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return nil
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return regularTermination{}
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case ui.RenderEvent:
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if err := currentRunContext.render(g); err != nil {
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return err
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}
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e.Done <- struct{}{}
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return nil
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default:
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panic("not reach")
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}
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@ -163,9 +186,9 @@ func (c *runContext) render(g GraphicsContext) error {
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if err := g.UpdateAndDraw(ui.GLContext(), tt); err != nil {
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return err
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}
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if err := ui.CurrentUI().SwapBuffers(); err != nil {
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/*if err := ui.CurrentUI().SwapBuffers(); err != nil {
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return err
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}
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}*/
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c.lastUpdated += int64(tt) * int64(time.Second) / int64(fps)
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c.frames++
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return nil
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@ -14,6 +14,9 @@
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package ui
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type NopEvent struct {
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}
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type CloseEvent struct {
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}
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@ -17,8 +17,8 @@ package ui
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type UserInterface interface {
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Start(width, height int, scale float64, title string) error
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Update() (interface{}, error)
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SwapBuffers() error
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Terminate() error
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AnimationFrameLoop(f func() error) error
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ScreenScale() float64
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SetScreenSize(width, height int) (bool, error)
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SetScreenScale(scale float64) (bool, error)
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@ -251,7 +251,11 @@ func (u *userInterface) Terminate() error {
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return nil
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}
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func (u *userInterface) SwapBuffers() error {
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func (u *userInterface) AnimationFrameLoop(f func() error) error {
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for {
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if err := f(); err != nil {
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return err
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}
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// The bound framebuffer must be the default one (0) before swapping buffers.
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if err := glContext.BindScreenFramebuffer(); err != nil {
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return err
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@ -261,7 +265,7 @@ func (u *userInterface) SwapBuffers() error {
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}); err != nil {
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return err
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}
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return nil
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}
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}
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func (u *userInterface) swapBuffers() error {
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@ -29,12 +29,14 @@ type userInterface struct {
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scale float64
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deviceScale float64
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sizeChanged bool
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contextRestored chan struct{}
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windowFocus chan struct{}
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contextRestored bool
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windowFocus bool
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}
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var currentUI = &userInterface{
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sizeChanged: true,
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contextRestored: true,
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windowFocus: true,
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}
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func CurrentUI() UserInterface {
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@ -46,16 +48,6 @@ func shown() bool {
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return !js.Global.Get("document").Get("hidden").Bool()
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}
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func vsync() {
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ch := make(chan struct{})
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js.Global.Get("window").Call("requestAnimationFrame", func() {
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// TODO: In iOS8, this is called at every 1/30[sec] frame.
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// Can we use DOMHighResTimeStamp?
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close(ch)
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})
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<-ch
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}
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func (u *userInterface) SetScreenSize(width, height int) (bool, error) {
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return u.setScreenSize(width, height, u.scale), nil
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}
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@ -74,11 +66,11 @@ func (u *userInterface) ActualScreenScale() float64 {
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}
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func (u *userInterface) Update() (interface{}, error) {
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if u.windowFocus != nil {
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<-u.windowFocus
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if !u.windowFocus {
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return NopEvent{}, nil
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}
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if u.contextRestored != nil {
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<-u.contextRestored
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if !u.contextRestored {
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return NopEvent{}, nil
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}
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currentInput.updateGamepads()
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if u.sizeChanged {
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@ -102,12 +94,19 @@ func (u *userInterface) Terminate() error {
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return nil
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}
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func (u *userInterface) SwapBuffers() error {
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vsync()
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for !shown() {
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vsync()
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func (u *userInterface) AnimationFrameLoop(f func() error) error {
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ch := make(chan error)
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var ff func()
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ff = func() {
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if err := f(); err != nil {
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ch <- err
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close(ch)
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return
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}
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return nil
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js.Global.Get("window").Call("requestAnimationFrame", ff)
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}
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ff()
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return <-ch
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}
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func (u *userInterface) FinishRendering() error {
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@ -151,14 +150,10 @@ func initialize() error {
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<-ch
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}
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window.Call("addEventListener", "focus", func() {
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if currentUI.windowFocus == nil {
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return
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}
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close(currentUI.windowFocus)
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currentUI.windowFocus = nil
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currentUI.windowFocus = true
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})
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window.Call("addEventListener", "blur", func() {
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currentUI.windowFocus = make(chan struct{})
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currentUI.windowFocus = false
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})
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canvas = doc.Call("createElement", "canvas")
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@ -244,11 +239,11 @@ func initialize() error {
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canvas.Call("addEventListener", "webglcontextlost", func(e *js.Object) {
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e.Call("preventDefault")
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currentUI.contextRestored = make(chan struct{})
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currentUI.contextRestored = false
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})
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canvas.Call("addEventListener", "webglcontextrestored", func(e *js.Object) {
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close(currentUI.contextRestored)
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currentUI.contextRestored = nil
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// TODO: Call preventDefault?
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currentUI.contextRestored = true
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})
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return nil
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}
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@ -98,8 +98,12 @@ func (u *userInterface) Update() (interface{}, error) {
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return RenderEvent{chRenderEnd}, nil
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}
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func (u *userInterface) SwapBuffers() error {
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return nil
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func (u *userInterface) AnimationFrameLoop(f func() error) error {
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for {
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if err := f(); err != nil {
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return err
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}
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}
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}
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func (u *userInterface) SetScreenSize(width, height int) (bool, error) {
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