ui: Move the run loop to internal/ui

This commit is contained in:
Hajime Hoshi 2016-05-18 10:46:23 +09:00
parent 5c68ee4034
commit 4d04413bf9
4 changed files with 275 additions and 227 deletions

View File

@ -14,44 +14,21 @@
package ebiten
func newGraphicsContext(screenWidth, screenHeight, screenScale int) (*graphicsContext, error) {
c := &graphicsContext{}
if err := c.setSize(screenWidth, screenHeight, screenScale); err != nil {
return nil, err
func newGraphicsContext(f func(*Image) error) *graphicsContext {
return &graphicsContext{
f: f,
}
return c, nil
}
type graphicsContext struct {
f func(*Image) error
screen *Image
defaultRenderTarget *Image
screenScale int
initialized bool
}
func (c *graphicsContext) update(f func(*Image) error) error {
if err := c.screen.Clear(); err != nil {
return err
}
if err := f(c.screen); err != nil {
return err
}
if IsRunningSlowly() {
return nil
}
// TODO: In WebGL, we don't need to clear the image here.
if err := c.defaultRenderTarget.Clear(); err != nil {
return err
}
scale := float64(c.screenScale)
options := &DrawImageOptions{}
options.GeoM.Scale(scale, scale)
if err := c.defaultRenderTarget.DrawImage(c.screen, options); err != nil {
return err
}
return nil
}
func (c *graphicsContext) setSize(screenWidth, screenHeight, screenScale int) error {
func (c *graphicsContext) SetSize(screenWidth, screenHeight, screenScale int) error {
if c.defaultRenderTarget != nil {
c.defaultRenderTarget.Dispose()
}
@ -69,5 +46,35 @@ func (c *graphicsContext) setSize(screenWidth, screenHeight, screenScale int) er
c.defaultRenderTarget.Clear()
c.screen = screen
c.screenScale = screenScale
// TODO: This code is a little hacky. Refactor this.
if !c.initialized {
if err := theDelayedImageTasks.exec(); err != nil {
return err
}
c.initialized = true
}
return nil
}
func (c *graphicsContext) Update() error {
if err := c.screen.Clear(); err != nil {
return err
}
if err := c.f(c.screen); err != nil {
return err
}
if IsRunningSlowly() {
return nil
}
// TODO: In WebGL, we don't need to clear the image here.
if err := c.defaultRenderTarget.Clear(); err != nil {
return err
}
scale := float64(c.screenScale)
options := &DrawImageOptions{}
options.GeoM.Scale(scale, scale)
if err := c.defaultRenderTarget.DrawImage(c.screen, options); err != nil {
return err
}
return nil
}

View File

@ -25,6 +25,7 @@ import (
"github.com/hajimehoshi/ebiten/internal/graphics"
"github.com/hajimehoshi/ebiten/internal/graphics/opengl"
"github.com/hajimehoshi/ebiten/internal/ui"
)
var (
@ -295,7 +296,7 @@ func (i *imageImpl) DrawImage(image *Image, options *DrawImageOptions) error {
}
func (i *imageImpl) At(x, y int) color.Color {
if !currentRunContext.isRunning() {
if !ui.IsRunning() {
panic("ebiten: At can't be called when the GL context is not initialized (this panic happens as of version 1.4.0-alpha)")
}
imageM.Lock()

230
internal/ui/run.go Normal file
View File

@ -0,0 +1,230 @@
// Copyright 2016 Hajime Hoshi
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package ui
import (
"errors"
"sync"
"time"
)
const FPS = 60
func CurrentFPS() float64 {
return currentRunContext.currentFPS()
}
func IsRunning() bool {
return currentRunContext.isRunning()
}
func IsRunningSlowly() bool {
return currentRunContext.isRunningSlowly()
}
func SetScreenSize(width, height int) error {
return currentRunContext.setScreenSize(width, height)
}
func SetScreenScale(scale int) error {
return currentRunContext.setScreenScale(scale)
}
type runContext struct {
running bool
fps float64
newScreenWidth int
newScreenHeight int
newScreenScale int
runningSlowly bool
m sync.RWMutex
}
var currentRunContext runContext
func (c *runContext) startRunning() {
c.m.Lock()
defer c.m.Unlock()
c.running = true
}
func (c *runContext) isRunning() bool {
c.m.Lock()
defer c.m.Unlock()
return c.running
}
func (c *runContext) endRunning() {
c.m.Lock()
defer c.m.Unlock()
c.running = false
}
func (c *runContext) currentFPS() float64 {
c.m.RLock()
defer c.m.RUnlock()
if !c.running {
// TODO: Should panic here?
return 0
}
return c.fps
}
func (c *runContext) updateFPS(fps float64) {
c.m.Lock()
defer c.m.Unlock()
c.fps = fps
}
func (c *runContext) isRunningSlowly() bool {
c.m.RLock()
defer c.m.RUnlock()
if !c.running {
// TODO: Should panic here?
return false
}
return c.runningSlowly
}
func (c *runContext) setRunningSlowly(isRunningSlowly bool) {
c.m.Lock()
defer c.m.Unlock()
c.runningSlowly = isRunningSlowly
}
func (c *runContext) updateScreenSize(g GraphicsContext) error {
c.m.Lock()
defer c.m.Unlock()
if c.newScreenWidth == 0 && c.newScreenHeight == 0 && c.newScreenScale == 0 {
return nil
}
changed := false
if 0 < c.newScreenWidth || 0 < c.newScreenHeight {
c := CurrentUI().SetScreenSize(c.newScreenWidth, c.newScreenHeight)
changed = changed || c
}
if 0 < c.newScreenScale {
c := CurrentUI().SetScreenScale(c.newScreenScale)
changed = changed || c
}
if changed {
w, h := c.newScreenWidth, c.newScreenHeight
if err := g.SetSize(w, h, CurrentUI().ActualScreenScale()); err != nil {
return err
}
}
c.newScreenWidth = 0
c.newScreenHeight = 0
c.newScreenScale = 0
return nil
}
func (c *runContext) setScreenSize(width, height int) error {
c.m.Lock()
defer c.m.Unlock()
if !c.running {
return errors.New("ebiten: SetScreenSize must be called during Run")
}
if width <= 0 || height <= 0 {
return errors.New("ebiten: width and height must be positive")
}
c.newScreenWidth = width
c.newScreenHeight = height
return nil
}
func (c *runContext) setScreenScale(scale int) error {
c.m.Lock()
defer c.m.Unlock()
if !c.running {
return errors.New("ebiten: SetScreenScale must be called during Run")
}
if scale <= 0 {
return errors.New("ebiten: scale must be positive")
}
c.newScreenScale = scale
return nil
}
type GraphicsContext interface {
SetSize(width, height, scale int) error
Update() error
}
func Run(g GraphicsContext, width, height, scale int, title string) error {
currentRunContext.startRunning()
defer currentRunContext.endRunning()
if err := CurrentUI().Start(width, height, scale, title); err != nil {
return err
}
defer CurrentUI().Terminate()
if err := g.SetSize(width, height, CurrentUI().ActualScreenScale()); err != nil {
return err
}
frames := 0
n := Now()
beforeForUpdate := n
beforeForFPS := n
for {
if err := currentRunContext.updateScreenSize(g); err != nil {
return err
}
e, err := CurrentUI().Update()
if err != nil {
return err
}
switch e.(type) {
case CloseEvent:
return nil
case RenderEvent:
now := Now()
// If beforeForUpdate is too old, we assume that screen is not shown.
if int64(5*time.Second/FPS) < now-beforeForUpdate {
currentRunContext.setRunningSlowly(false)
beforeForUpdate = now
} else {
// Note that generally t is a little different from 1/60[sec].
t := now - beforeForUpdate
currentRunContext.setRunningSlowly(t*FPS >= int64(time.Second*5/2))
tt := int(t * 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)/FPS-int64(5*time.Millisecond)) < t {
tt = 1
}
for i := 0; i < tt; i++ {
if err := g.Update(); err != nil {
return err
}
}
CurrentUI().SwapBuffers()
beforeForUpdate += int64(tt) * int64(time.Second) / FPS
frames++
}
// Calc the current FPS.
if time.Second <= time.Duration(now-beforeForFPS) {
currentRunContext.updateFPS(float64(frames) * float64(time.Second) / float64(now-beforeForFPS))
beforeForFPS = now
frames = 0
}
default:
panic("not reach")
}
}
}

204
run.go
View File

@ -15,131 +15,11 @@
package ebiten
import (
"errors"
"sync"
"time"
"github.com/hajimehoshi/ebiten/internal/ui"
)
type runContext struct {
running bool
fps float64
newScreenWidth int
newScreenHeight int
newScreenScale int
runningSlowly bool
m sync.RWMutex
}
var currentRunContext runContext
func (c *runContext) startRunning() {
c.m.Lock()
defer c.m.Unlock()
c.running = true
}
func (c *runContext) isRunning() bool {
c.m.Lock()
defer c.m.Unlock()
return c.running
}
func (c *runContext) endRunning() {
c.m.Lock()
defer c.m.Unlock()
c.running = false
}
func (c *runContext) FPS() float64 {
c.m.RLock()
defer c.m.RUnlock()
if !c.running {
// TODO: Should panic here?
return 0
}
return c.fps
}
func (c *runContext) updateFPS(fps float64) {
c.m.Lock()
defer c.m.Unlock()
c.fps = fps
}
func (c *runContext) IsRunningSlowly() bool {
c.m.RLock()
defer c.m.RUnlock()
if !c.running {
// TODO: Should panic here?
return false
}
return c.runningSlowly
}
func (c *runContext) setRunningSlowly(isRunningSlowly bool) {
c.m.Lock()
defer c.m.Unlock()
c.runningSlowly = isRunningSlowly
}
func (c *runContext) updateScreenSize(g *graphicsContext) error {
c.m.Lock()
defer c.m.Unlock()
if c.newScreenWidth == 0 && c.newScreenHeight == 0 && c.newScreenScale == 0 {
return nil
}
changed := false
if 0 < c.newScreenWidth || 0 < c.newScreenHeight {
c := ui.CurrentUI().SetScreenSize(c.newScreenWidth, c.newScreenHeight)
changed = changed || c
}
if 0 < c.newScreenScale {
c := ui.CurrentUI().SetScreenScale(c.newScreenScale)
changed = changed || c
}
if changed {
w, h := c.newScreenWidth, c.newScreenHeight
if err := g.setSize(w, h, ui.CurrentUI().ActualScreenScale()); err != nil {
return err
}
}
c.newScreenWidth = 0
c.newScreenHeight = 0
c.newScreenScale = 0
return nil
}
func (c *runContext) SetScreenSize(width, height int) error {
c.m.Lock()
defer c.m.Unlock()
if !c.running {
return errors.New("ebiten: SetScreenSize must be called during Run")
}
if width <= 0 || height <= 0 {
return errors.New("ebiten: width and height must be positive")
}
c.newScreenWidth = width
c.newScreenHeight = height
return nil
}
func (c *runContext) SetScreenScale(scale int) error {
c.m.Lock()
defer c.m.Unlock()
if !c.running {
return errors.New("ebiten: SetScreenScale must be called during Run")
}
if scale <= 0 {
return errors.New("ebiten: scale must be positive")
}
c.newScreenScale = scale
return nil
}
// FPS represents how many times game updating happens in a second.
const FPS = 60
const FPS = ui.FPS
// CurrentFPS returns the current number of frames per second of rendering.
//
@ -150,7 +30,7 @@ const FPS = 60
// Note that logical game updating is assured to happen 60 times in a second
// as long as the screen is active.
func CurrentFPS() float64 {
return currentRunContext.FPS()
return ui.CurrentFPS()
}
// IsRunningSlowly returns true if the game is running too slowly to keep 60 FPS of rendering.
@ -159,7 +39,7 @@ func CurrentFPS() float64 {
//
// This function is concurrent-safe.
func IsRunningSlowly() bool {
return currentRunContext.IsRunningSlowly()
return ui.IsRunningSlowly()
}
// Run runs the game.
@ -175,89 +55,19 @@ func IsRunningSlowly() bool {
func Run(f func(*Image) error, width, height, scale int, title string) error {
ch := make(chan error)
go func() {
ch <- run(f, width, height, scale, title)
g := newGraphicsContext(f)
ch <- ui.Run(g, width, height, scale, title)
}()
ui.Main()
return <-ch
}
func run(f func(*Image) error, width, height, scale int, title string) error {
currentRunContext.startRunning()
defer currentRunContext.endRunning()
if err := ui.CurrentUI().Start(width, height, scale, title); err != nil {
return err
}
defer ui.CurrentUI().Terminate()
graphicsContext, err := newGraphicsContext(width, height, ui.CurrentUI().ActualScreenScale())
if err != nil {
return err
}
if err := theDelayedImageTasks.exec(); err != nil {
return err
}
frames := 0
n := ui.Now()
beforeForUpdate := n
beforeForFPS := n
for {
if err := currentRunContext.updateScreenSize(graphicsContext); err != nil {
return err
}
e, err := ui.CurrentUI().Update()
if err != nil {
return err
}
switch e.(type) {
case ui.CloseEvent:
return nil
case ui.RenderEvent:
now := ui.Now()
// If beforeForUpdate is too old, we assume that screen is not shown.
if int64(5*time.Second/FPS) < now-beforeForUpdate {
currentRunContext.setRunningSlowly(false)
beforeForUpdate = now
} else {
// Note that generally t is a little different from 1/60[sec].
t := now - beforeForUpdate
currentRunContext.setRunningSlowly(t*FPS >= int64(time.Second*5/2))
tt := int(t * 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)/FPS-int64(5*time.Millisecond)) < t {
tt = 1
}
for i := 0; i < tt; i++ {
if err := graphicsContext.update(f); err != nil {
return err
}
}
ui.CurrentUI().SwapBuffers()
beforeForUpdate += int64(tt) * int64(time.Second) / FPS
frames++
}
// Calc the current FPS.
if time.Second <= time.Duration(now-beforeForFPS) {
currentRunContext.updateFPS(float64(frames) * float64(time.Second) / float64(now-beforeForFPS))
beforeForFPS = now
frames = 0
}
default:
panic("not reach")
}
}
}
// SetScreenSize changes the (logical) size of the screen.
// This doesn't affect the current scale of the screen.
//
// This function is concurrent-safe.
func SetScreenSize(width, height int) {
if err := currentRunContext.SetScreenSize(width, height); err != nil {
if err := ui.SetScreenSize(width, height); err != nil {
panic(err)
}
}
@ -266,7 +76,7 @@ func SetScreenSize(width, height int) {
//
// This function is concurrent-safe.
func SetScreenScale(scale int) {
if err := currentRunContext.SetScreenScale(scale); err != nil {
if err := ui.SetScreenScale(scale); err != nil {
panic(err)
}
}