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https://github.com/hajimehoshi/ebiten.git
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ui: Add runContext struct
This commit is contained in:
parent
75ef9a6d47
commit
30d4437e97
146
run.go
146
run.go
@ -20,49 +20,29 @@ import (
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"github.com/hajimehoshi/ebiten/internal/ui"
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)
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var runContext = &struct {
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type runContext struct {
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running bool
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fps float64
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newScreenWidth int
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newScreenHeight int
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newScreenScale int
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isRunningSlowly bool
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}{}
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// FPS represents how many times game updating happens in a second.
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const FPS = 60
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// CurrentFPS returns the current number of frames per second of rendering.
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//
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// This value represents how many times rendering happens in 1/60 second and
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// NOT how many times logical game updating (a passed function to Run) happens.
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// Note that logical game updating is assured to happen 60 times in a second
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// as long as the screen is active.
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func CurrentFPS() float64 {
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return runContext.fps
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}
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// IsRunningSlowly returns true if the game is running too slowly to keep 60 FPS of rendering.
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// The game screen is not updated when IsRunningSlowly is true.
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// It is recommended to skip heavy processing, especially drawing, when IsRunningSlowly is true.
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func IsRunningSlowly() bool {
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return runContext.isRunningSlowly
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var currentRunContext = &runContext{}
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func (c *runContext) CurrentFPS() float64 {
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return c.fps
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}
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// Run runs the game.
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// f is a function which is called at every frame.
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// The argument (*Image) is the render target that represents the screen.
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//
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// This function must be called from the main thread.
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// Note that ebiten bounds the main goroutine to the main OS thread by runtime.LockOSThread.
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//
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// The given function f is guaranteed to be called 60 times a second
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// even if a rendering frame is skipped.
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// f is not called when the screen is not shown.
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func Run(f func(*Image) error, width, height, scale int, title string) error {
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runContext.running = true
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func (c *runContext) IsRunningSlowly() bool {
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return c.isRunningSlowly
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}
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func (c *runContext) Run(f func(*Image) error, width, height, scale int, title string) error {
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c.running = true
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defer func() {
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runContext.running = false
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c.running = false
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}()
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if err := ui.CurrentUI().Start(width, height, scale, title); err != nil {
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@ -82,26 +62,26 @@ func Run(f func(*Image) error, width, height, scale int, title string) error {
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beforeForFPS := now
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for {
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// TODO: setSize should be called after swapping buffers?
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if 0 < runContext.newScreenWidth || 0 < runContext.newScreenHeight || 0 < runContext.newScreenScale {
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if 0 < c.newScreenWidth || 0 < c.newScreenHeight || 0 < c.newScreenScale {
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changed := false
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if 0 < runContext.newScreenWidth || 0 < runContext.newScreenHeight {
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c := ui.CurrentUI().SetScreenSize(runContext.newScreenWidth, runContext.newScreenHeight)
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if 0 < c.newScreenWidth || 0 < c.newScreenHeight {
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c := ui.CurrentUI().SetScreenSize(c.newScreenWidth, c.newScreenHeight)
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changed = changed || c
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}
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if 0 < runContext.newScreenScale {
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c := ui.CurrentUI().SetScreenScale(runContext.newScreenScale)
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if 0 < c.newScreenScale {
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c := ui.CurrentUI().SetScreenScale(c.newScreenScale)
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changed = changed || c
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}
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if changed {
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w, h := runContext.newScreenWidth, runContext.newScreenHeight
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w, h := c.newScreenWidth, c.newScreenHeight
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if err := graphicsContext.setSize(w, h, ui.CurrentUI().ActualScreenScale()); err != nil {
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return err
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}
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}
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}
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runContext.newScreenWidth = 0
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runContext.newScreenHeight = 0
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runContext.newScreenScale = 0
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c.newScreenWidth = 0
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c.newScreenHeight = 0
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c.newScreenScale = 0
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if err := ui.CurrentUI().DoEvents(); err != nil {
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return err
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@ -111,13 +91,13 @@ func Run(f func(*Image) error, width, height, scale int, title string) error {
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}
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now := ui.Now()
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// If beforeForUpdate is too old, we assume that screen is not shown.
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runContext.isRunningSlowly = false
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c.isRunningSlowly = false
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if int64(5*time.Second/FPS) < now-beforeForUpdate {
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beforeForUpdate = now
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} else {
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c := float64(now-beforeForUpdate) * FPS / float64(time.Second)
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runContext.isRunningSlowly = c >= 2.5
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for i := 0; i < int(c); i++ {
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t := float64(now-beforeForUpdate) * FPS / float64(time.Second)
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c.isRunningSlowly = t >= 2.5
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for i := 0; i < int(t); i++ {
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if err := ui.CurrentUI().DoEvents(); err != nil {
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return err
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}
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@ -128,7 +108,7 @@ func Run(f func(*Image) error, width, height, scale int, title string) error {
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return err
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}
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}
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beforeForUpdate += int64(c) * int64(time.Second/FPS)
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beforeForUpdate += int64(t) * int64(time.Second/FPS)
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ui.CurrentUI().SwapBuffers()
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}
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@ -136,35 +116,77 @@ func Run(f func(*Image) error, width, height, scale int, title string) error {
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now = ui.Now()
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frames++
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if time.Second <= time.Duration(now-beforeForFPS) {
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runContext.fps = float64(frames) * float64(time.Second) / float64(now-beforeForFPS)
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c.fps = float64(frames) * float64(time.Second) / float64(now-beforeForFPS)
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beforeForFPS = now
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frames = 0
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}
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}
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}
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func (c *runContext) SetScreenSize(width, height int) {
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if !c.running {
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panic("ebiten: SetScreenSize must be called during Run")
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}
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if width <= 0 || height <= 0 {
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panic("ebiten: width and height must be positive")
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}
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c.newScreenWidth = width
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c.newScreenHeight = height
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}
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func (c *runContext) SetScreenScale(scale int) {
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if !c.running {
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panic("ebiten: SetScreenScale must be called during Run")
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}
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if scale <= 0 {
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panic("ebiten: scale must be positive")
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}
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c.newScreenScale = scale
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}
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// FPS represents how many times game updating happens in a second.
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const FPS = 60
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// CurrentFPS returns the current number of frames per second of rendering.
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//
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// This value represents how many times rendering happens in 1/60 second and
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// NOT how many times logical game updating (a passed function to Run) happens.
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// Note that logical game updating is assured to happen 60 times in a second
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// as long as the screen is active.
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func CurrentFPS() float64 {
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return currentRunContext.CurrentFPS()
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}
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// IsRunningSlowly returns true if the game is running too slowly to keep 60 FPS of rendering.
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// The game screen is not updated when IsRunningSlowly is true.
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// It is recommended to skip heavy processing, especially drawing, when IsRunningSlowly is true.
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func IsRunningSlowly() bool {
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return currentRunContext.IsRunningSlowly()
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}
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// Run runs the game.
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// f is a function which is called at every frame.
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// The argument (*Image) is the render target that represents the screen.
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//
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// This function must be called from the main thread.
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// Note that ebiten bounds the main goroutine to the main OS thread by runtime.LockOSThread.
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//
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// The given function f is guaranteed to be called 60 times a second
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// even if a rendering frame is skipped.
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// f is not called when the screen is not shown.
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func Run(f func(*Image) error, width, height, scale int, title string) error {
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return currentRunContext.Run(f, width, height, scale, title)
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}
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// SetScreenSize changes the (logical) size of the screen.
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// This doesn't affect the current scale of the screen.
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func SetScreenSize(width, height int) {
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if !runContext.running {
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panic("SetScreenSize must be called during Run")
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}
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if width <= 0 || height <= 0 {
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panic("width and height must be positive")
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}
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runContext.newScreenWidth = width
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runContext.newScreenHeight = height
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currentRunContext.SetScreenSize(width, height)
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}
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// SetScreenSize changes the scale of the screen.
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func SetScreenScale(scale int) {
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if !runContext.running {
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panic("SetScreenScale must be called during Run")
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}
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if scale <= 0 {
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panic("scale must be positive")
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}
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runContext.newScreenScale = scale
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currentRunContext.SetScreenScale(scale)
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}
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// ScreenScale returns the current screen scale.
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