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loop: Remove dependency on audio
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parent
5d1d0844e1
commit
3d8fc790b6
@ -37,6 +37,7 @@ import (
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"github.com/hajimehoshi/oto"
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"github.com/hajimehoshi/ebiten/internal/clock"
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"github.com/hajimehoshi/ebiten/internal/loop"
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)
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const FPS = 60
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@ -224,8 +225,7 @@ func CurrentContext() *Context {
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return c
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}
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// Internal Only?
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func (c *Context) Ping() {
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func (c *Context) ping() {
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if c.initCh != nil {
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close(c.initCh)
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c.initCh = nil
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@ -237,6 +237,8 @@ func (c *Context) Ping() {
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}
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func (c *Context) loop() {
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loop.RegisterPing(c.ping)
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// Initialize oto.Player lazily to enable calling NewContext in an 'init' function.
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// Accessing oto.Player functions requires the environment to be already initialized,
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// but if Ebiten is used for a shared library, the timing when init functions are called
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@ -18,7 +18,6 @@ import (
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"errors"
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"time"
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"github.com/hajimehoshi/ebiten/audio"
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"github.com/hajimehoshi/ebiten/internal/clock"
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"github.com/hajimehoshi/ebiten/internal/sync"
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"github.com/hajimehoshi/ebiten/internal/ui"
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@ -38,10 +37,14 @@ type runContext struct {
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lastUpdated int64
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lastFPSUpdated int64
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lastClockFrame int64
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ping func()
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m sync.RWMutex
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}
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var currentRunContext *runContext
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var (
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currentRunContext *runContext
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contextInitCh = make(chan struct{})
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)
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func (c *runContext) startRunning() {
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c.m.Lock()
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@ -114,6 +117,8 @@ func Run(g GraphicsContext, width, height int, scale float64, title string, fps
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currentRunContext.lastUpdated = n
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currentRunContext.lastFPSUpdated = n
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close(contextInitCh)
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lg := &loopGraphicsContext{currentRunContext, g}
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if err := ui.Run(width, height, scale, title, lg); err != nil {
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if _, ok := err.(*ui.RegularTermination); ok {
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@ -166,12 +171,25 @@ func (c *runContext) updateCount(now int64) int {
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return count
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}
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func RegisterPing(ping func()) {
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<-contextInitCh
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currentRunContext.registerPing(ping)
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}
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func (c *runContext) registerPing(ping func()) {
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c.m.Lock()
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c.ping = ping
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c.m.Unlock()
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}
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func (c *runContext) render(g GraphicsContext) error {
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n := now()
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if audio.CurrentContext() != nil {
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audio.CurrentContext().Ping()
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c.m.Lock()
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if c.ping != nil {
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c.ping()
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}
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c.m.Unlock()
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count := c.updateCount(n)
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if err := g.UpdateAndDraw(count); err != nil {
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