loop: Refactoring

This commit is contained in:
Hajime Hoshi 2016-06-14 00:49:43 +09:00
parent 6640f60c88
commit 218df19ead

View File

@ -23,7 +23,7 @@ import (
) )
func CurrentFPS() float64 { func CurrentFPS() float64 {
return currentRunContext.currentFPS() return currentRunContext.getCurrentFPS()
} }
func IsRunning() bool { func IsRunning() bool {
@ -35,10 +35,14 @@ func IsRunningSlowly() bool {
} }
type runContext struct { type runContext struct {
running bool running bool
fps float64 fps int
runningSlowly bool currentFPS float64
m sync.RWMutex runningSlowly bool
frames int
beforeForUpdate int64
beforeForFPS int64
m sync.RWMutex
} }
var currentRunContext *runContext var currentRunContext *runContext
@ -61,20 +65,20 @@ func (c *runContext) endRunning() {
c.running = false c.running = false
} }
func (c *runContext) currentFPS() float64 { func (c *runContext) getCurrentFPS() float64 {
c.m.RLock() c.m.RLock()
defer c.m.RUnlock() defer c.m.RUnlock()
if !c.running { if !c.running {
// TODO: Should panic here? // TODO: Should panic here?
return 0 return 0
} }
return c.fps return c.currentFPS
} }
func (c *runContext) updateFPS(fps float64) { func (c *runContext) updateFPS(fps float64) {
c.m.Lock() c.m.Lock()
defer c.m.Unlock() defer c.m.Unlock()
c.fps = fps c.currentFPS = fps
} }
func (c *runContext) isRunningSlowly() bool { func (c *runContext) isRunningSlowly() bool {
@ -103,7 +107,9 @@ func Run(g GraphicsContext, width, height, scale int, title string, fps int) err
if currentRunContext != nil { if currentRunContext != nil {
return errors.New("loop: The game is already running") return errors.New("loop: The game is already running")
} }
currentRunContext = &runContext{} currentRunContext = &runContext{
fps: fps,
}
currentRunContext.startRunning() currentRunContext.startRunning()
defer currentRunContext.endRunning() defer currentRunContext.endRunning()
@ -113,10 +119,9 @@ func Run(g GraphicsContext, width, height, scale int, title string, fps int) err
// TODO: Use the error value // TODO: Use the error value
defer ui.CurrentUI().Terminate() defer ui.CurrentUI().Terminate()
frames := 0
n := now() n := now()
beforeForUpdate := n currentRunContext.beforeForUpdate = n
beforeForFPS := n currentRunContext.beforeForFPS = n
for { for {
e, err := ui.CurrentUI().Update() e, err := ui.CurrentUI().Update()
if err != nil { if err != nil {
@ -130,45 +135,8 @@ func Run(g GraphicsContext, width, height, scale int, title string, fps int) err
case ui.CloseEvent: case ui.CloseEvent:
return nil return nil
case ui.RenderEvent: case ui.RenderEvent:
n2 := now() if err := currentRunContext.render(g); err != nil {
// If beforeForUpdate is too old, we assume that screen is not shown. return err
if 5*int64(time.Second)/int64(fps) < n2-beforeForUpdate {
currentRunContext.setRunningSlowly(false)
beforeForUpdate = n2
} else {
// Note that generally t is a little different from 1/60[sec].
t := n2 - beforeForUpdate
tt := int(t * int64(fps) / int64(time.Second))
// As t is not accurate 1/60[sec], errors are accumulated.
// To make the FPS stable, set tt 1 if t is a little less than 1/60[sec].
if tt == 0 && (int64(time.Second)/int64(fps)-int64(5*time.Millisecond)) < t {
tt = 1
}
if 1 <= tt {
for i := 0; i < tt; i++ {
slow := i < tt-1
currentRunContext.setRunningSlowly(slow)
if err := g.UpdateAndDraw(); err != nil {
return err
}
}
} else {
if err := g.Draw(); err != nil {
return err
}
}
if err := ui.CurrentUI().SwapBuffers(); err != nil {
return err
}
beforeForUpdate += int64(tt) * int64(time.Second) / int64(fps)
frames++
}
// Calc the current FPS.
if time.Second <= time.Duration(n2-beforeForFPS) {
fps := float64(frames) * float64(time.Second) / float64(n2-beforeForFPS)
currentRunContext.updateFPS(fps)
beforeForFPS = n2
frames = 0
} }
e.Done <- struct{}{} e.Done <- struct{}{}
default: default:
@ -176,3 +144,48 @@ func Run(g GraphicsContext, width, height, scale int, title string, fps int) err
} }
} }
} }
func (c *runContext) render(g GraphicsContext) error {
fps := c.fps
n := now()
// If beforeForUpdate is too old, we assume that screen is not shown.
if 5*int64(time.Second)/int64(fps) < n-c.beforeForUpdate {
c.setRunningSlowly(false)
c.beforeForUpdate = n
} else {
// Note that generally t is a little different from 1/60[sec].
t := n - c.beforeForUpdate
tt := int(t * int64(fps) / int64(time.Second))
// As t is not accurate 1/60[sec], errors are accumulated.
// To make the FPS stable, set tt 1 if t is a little less than 1/60[sec].
if tt == 0 && (int64(time.Second)/int64(fps)-int64(5*time.Millisecond)) < t {
tt = 1
}
if 1 <= tt {
for i := 0; i < tt; i++ {
slow := i < tt-1
c.setRunningSlowly(slow)
if err := g.UpdateAndDraw(); err != nil {
return err
}
}
} else {
if err := g.Draw(); err != nil {
return err
}
}
if err := ui.CurrentUI().SwapBuffers(); err != nil {
return err
}
c.beforeForUpdate += int64(tt) * int64(time.Second) / int64(fps)
c.frames++
}
// Calc the current FPS.
if time.Second <= time.Duration(n-c.beforeForFPS) {
fps := float64(c.frames) * float64(time.Second) / float64(n-c.beforeForFPS)
c.updateFPS(fps)
c.beforeForFPS = n
c.frames = 0
}
return nil
}