mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-24 18:58:54 +01:00
ui: Move the run loop to internal/ui
This commit is contained in:
parent
5c68ee4034
commit
4d04413bf9
@ -14,44 +14,21 @@
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package ebiten
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func newGraphicsContext(screenWidth, screenHeight, screenScale int) (*graphicsContext, error) {
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c := &graphicsContext{}
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if err := c.setSize(screenWidth, screenHeight, screenScale); err != nil {
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return nil, err
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func newGraphicsContext(f func(*Image) error) *graphicsContext {
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return &graphicsContext{
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f: f,
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}
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return c, nil
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}
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type graphicsContext struct {
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f func(*Image) error
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screen *Image
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defaultRenderTarget *Image
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screenScale int
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initialized bool
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}
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func (c *graphicsContext) update(f func(*Image) error) error {
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if err := c.screen.Clear(); err != nil {
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return err
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}
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if err := f(c.screen); err != nil {
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return err
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}
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if IsRunningSlowly() {
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return nil
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}
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// TODO: In WebGL, we don't need to clear the image here.
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if err := c.defaultRenderTarget.Clear(); err != nil {
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return err
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}
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scale := float64(c.screenScale)
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options := &DrawImageOptions{}
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options.GeoM.Scale(scale, scale)
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if err := c.defaultRenderTarget.DrawImage(c.screen, options); 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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func (c *graphicsContext) setSize(screenWidth, screenHeight, screenScale int) error {
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func (c *graphicsContext) SetSize(screenWidth, screenHeight, screenScale int) error {
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if c.defaultRenderTarget != nil {
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c.defaultRenderTarget.Dispose()
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}
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@ -69,5 +46,35 @@ func (c *graphicsContext) setSize(screenWidth, screenHeight, screenScale int) er
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c.defaultRenderTarget.Clear()
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c.screen = screen
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c.screenScale = screenScale
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// TODO: This code is a little hacky. Refactor this.
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if !c.initialized {
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if err := theDelayedImageTasks.exec(); err != nil {
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return err
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}
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c.initialized = true
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}
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return nil
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}
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func (c *graphicsContext) Update() error {
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if err := c.screen.Clear(); err != nil {
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return err
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}
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if err := c.f(c.screen); err != nil {
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return err
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}
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if IsRunningSlowly() {
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return nil
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}
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// TODO: In WebGL, we don't need to clear the image here.
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if err := c.defaultRenderTarget.Clear(); err != nil {
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return err
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}
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scale := float64(c.screenScale)
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options := &DrawImageOptions{}
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options.GeoM.Scale(scale, scale)
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if err := c.defaultRenderTarget.DrawImage(c.screen, options); 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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3
image.go
3
image.go
@ -25,6 +25,7 @@ import (
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"github.com/hajimehoshi/ebiten/internal/graphics"
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"github.com/hajimehoshi/ebiten/internal/graphics/opengl"
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"github.com/hajimehoshi/ebiten/internal/ui"
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)
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var (
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@ -295,7 +296,7 @@ func (i *imageImpl) DrawImage(image *Image, options *DrawImageOptions) error {
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}
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func (i *imageImpl) At(x, y int) color.Color {
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if !currentRunContext.isRunning() {
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if !ui.IsRunning() {
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panic("ebiten: At can't be called when the GL context is not initialized (this panic happens as of version 1.4.0-alpha)")
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}
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imageM.Lock()
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230
internal/ui/run.go
Normal file
230
internal/ui/run.go
Normal file
@ -0,0 +1,230 @@
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// Copyright 2016 Hajime Hoshi
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package ui
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import (
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"errors"
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"sync"
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"time"
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)
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const FPS = 60
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func CurrentFPS() float64 {
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return currentRunContext.currentFPS()
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}
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func IsRunning() bool {
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return currentRunContext.isRunning()
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}
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func IsRunningSlowly() bool {
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return currentRunContext.isRunningSlowly()
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}
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func SetScreenSize(width, height int) error {
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return currentRunContext.setScreenSize(width, height)
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}
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func SetScreenScale(scale int) error {
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return currentRunContext.setScreenScale(scale)
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}
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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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runningSlowly bool
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m sync.RWMutex
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}
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var currentRunContext runContext
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func (c *runContext) startRunning() {
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c.m.Lock()
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defer c.m.Unlock()
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c.running = true
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}
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func (c *runContext) isRunning() bool {
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c.m.Lock()
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defer c.m.Unlock()
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return c.running
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}
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func (c *runContext) endRunning() {
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c.m.Lock()
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defer c.m.Unlock()
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c.running = false
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}
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func (c *runContext) currentFPS() float64 {
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c.m.RLock()
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defer c.m.RUnlock()
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if !c.running {
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// TODO: Should panic here?
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return 0
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}
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return c.fps
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}
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func (c *runContext) updateFPS(fps float64) {
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c.m.Lock()
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defer c.m.Unlock()
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c.fps = fps
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}
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func (c *runContext) isRunningSlowly() bool {
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c.m.RLock()
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defer c.m.RUnlock()
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if !c.running {
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// TODO: Should panic here?
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return false
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}
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return c.runningSlowly
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}
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func (c *runContext) setRunningSlowly(isRunningSlowly bool) {
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c.m.Lock()
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defer c.m.Unlock()
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c.runningSlowly = isRunningSlowly
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}
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func (c *runContext) updateScreenSize(g GraphicsContext) error {
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c.m.Lock()
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defer c.m.Unlock()
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if c.newScreenWidth == 0 && c.newScreenHeight == 0 && c.newScreenScale == 0 {
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return nil
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}
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changed := false
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if 0 < c.newScreenWidth || 0 < c.newScreenHeight {
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c := CurrentUI().SetScreenSize(c.newScreenWidth, c.newScreenHeight)
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changed = changed || c
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}
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if 0 < c.newScreenScale {
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c := 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 := c.newScreenWidth, c.newScreenHeight
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if err := g.SetSize(w, h, CurrentUI().ActualScreenScale()); err != nil {
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return err
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}
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}
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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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return nil
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}
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func (c *runContext) setScreenSize(width, height int) error {
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c.m.Lock()
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defer c.m.Unlock()
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if !c.running {
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return errors.New("ebiten: SetScreenSize must be called during Run")
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}
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if width <= 0 || height <= 0 {
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return errors.New("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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return nil
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}
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func (c *runContext) setScreenScale(scale int) error {
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c.m.Lock()
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defer c.m.Unlock()
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if !c.running {
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return errors.New("ebiten: SetScreenScale must be called during Run")
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}
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if scale <= 0 {
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return errors.New("ebiten: scale must be positive")
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}
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c.newScreenScale = scale
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return nil
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}
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type GraphicsContext interface {
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SetSize(width, height, scale int) error
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Update() error
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}
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func Run(g GraphicsContext, width, height, scale int, title string) error {
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currentRunContext.startRunning()
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defer currentRunContext.endRunning()
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if err := CurrentUI().Start(width, height, scale, title); err != nil {
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return err
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}
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defer CurrentUI().Terminate()
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if err := g.SetSize(width, height, CurrentUI().ActualScreenScale()); err != nil {
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return err
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}
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frames := 0
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n := Now()
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beforeForUpdate := n
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beforeForFPS := n
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for {
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if err := currentRunContext.updateScreenSize(g); err != nil {
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return err
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}
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e, err := 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.(type) {
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case CloseEvent:
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return nil
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case RenderEvent:
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now := Now()
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// If beforeForUpdate is too old, we assume that screen is not shown.
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if int64(5*time.Second/FPS) < now-beforeForUpdate {
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currentRunContext.setRunningSlowly(false)
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beforeForUpdate = now
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} else {
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// Note that generally t is a little different from 1/60[sec].
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t := now - beforeForUpdate
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currentRunContext.setRunningSlowly(t*FPS >= int64(time.Second*5/2))
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tt := int(t * FPS / int64(time.Second))
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// As t is not accurate 1/60[sec], errors are accumulated.
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// To make the FPS stable, set tt 1 if t is a little less than 1/60[sec].
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if tt == 0 && (int64(time.Second)/FPS-int64(5*time.Millisecond)) < t {
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tt = 1
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}
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for i := 0; i < tt; i++ {
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if err := g.Update(); err != nil {
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return err
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}
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}
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CurrentUI().SwapBuffers()
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beforeForUpdate += int64(tt) * int64(time.Second) / FPS
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frames++
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}
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// Calc the current FPS.
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if time.Second <= time.Duration(now-beforeForFPS) {
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currentRunContext.updateFPS(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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default:
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panic("not reach")
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}
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}
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}
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204
run.go
204
run.go
@ -15,131 +15,11 @@
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package ebiten
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import (
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"errors"
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"sync"
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"time"
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"github.com/hajimehoshi/ebiten/internal/ui"
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)
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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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runningSlowly bool
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m sync.RWMutex
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}
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var currentRunContext runContext
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func (c *runContext) startRunning() {
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c.m.Lock()
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defer c.m.Unlock()
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c.running = true
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}
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func (c *runContext) isRunning() bool {
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c.m.Lock()
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defer c.m.Unlock()
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return c.running
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}
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func (c *runContext) endRunning() {
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c.m.Lock()
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defer c.m.Unlock()
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c.running = false
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}
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func (c *runContext) FPS() float64 {
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c.m.RLock()
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defer c.m.RUnlock()
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if !c.running {
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// TODO: Should panic here?
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return 0
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}
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return c.fps
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}
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func (c *runContext) updateFPS(fps float64) {
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c.m.Lock()
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defer c.m.Unlock()
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c.fps = fps
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}
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func (c *runContext) IsRunningSlowly() bool {
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c.m.RLock()
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defer c.m.RUnlock()
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if !c.running {
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// TODO: Should panic here?
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return false
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}
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return c.runningSlowly
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}
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func (c *runContext) setRunningSlowly(isRunningSlowly bool) {
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c.m.Lock()
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defer c.m.Unlock()
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c.runningSlowly = isRunningSlowly
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}
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func (c *runContext) updateScreenSize(g *graphicsContext) error {
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c.m.Lock()
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defer c.m.Unlock()
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if c.newScreenWidth == 0 && c.newScreenHeight == 0 && c.newScreenScale == 0 {
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return nil
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}
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changed := false
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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 < 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 := c.newScreenWidth, c.newScreenHeight
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if err := g.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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c.newScreenWidth = 0
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c.newScreenHeight = 0
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c.newScreenScale = 0
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return nil
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}
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func (c *runContext) SetScreenSize(width, height int) error {
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c.m.Lock()
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defer c.m.Unlock()
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if !c.running {
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return errors.New("ebiten: SetScreenSize must be called during Run")
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}
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if width <= 0 || height <= 0 {
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return errors.New("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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return nil
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}
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func (c *runContext) SetScreenScale(scale int) error {
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c.m.Lock()
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defer c.m.Unlock()
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if !c.running {
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return errors.New("ebiten: SetScreenScale must be called during Run")
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}
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if scale <= 0 {
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return errors.New("ebiten: scale must be positive")
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}
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c.newScreenScale = scale
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return nil
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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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const FPS = ui.FPS
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// CurrentFPS returns the current number of frames per second of rendering.
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//
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@ -150,7 +30,7 @@ const FPS = 60
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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.FPS()
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return ui.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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@ -159,7 +39,7 @@ func CurrentFPS() float64 {
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//
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// This function is concurrent-safe.
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func IsRunningSlowly() bool {
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return currentRunContext.IsRunningSlowly()
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return ui.IsRunningSlowly()
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}
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// Run runs the game.
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@ -175,89 +55,19 @@ func IsRunningSlowly() bool {
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func Run(f func(*Image) error, width, height, scale int, title string) error {
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ch := make(chan error)
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go func() {
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ch <- run(f, width, height, scale, title)
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g := newGraphicsContext(f)
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ch <- ui.Run(g, width, height, scale, title)
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}()
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ui.Main()
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return <-ch
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}
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func run(f func(*Image) error, width, height, scale int, title string) error {
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currentRunContext.startRunning()
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defer currentRunContext.endRunning()
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if err := ui.CurrentUI().Start(width, height, scale, title); err != nil {
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return err
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}
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defer ui.CurrentUI().Terminate()
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graphicsContext, err := newGraphicsContext(width, height, ui.CurrentUI().ActualScreenScale())
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if err != nil {
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return err
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}
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|
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if err := theDelayedImageTasks.exec(); err != nil {
|
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return err
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}
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frames := 0
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n := ui.Now()
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beforeForUpdate := n
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beforeForFPS := n
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for {
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if err := currentRunContext.updateScreenSize(graphicsContext); err != nil {
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return err
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}
|
||||
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)
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user