internal/clock: Update -> UpdateFrame

This commit is contained in:
Hajime Hoshi 2022-07-12 13:18:30 +09:00
parent e05df6a778
commit 55adc2113e
2 changed files with 7 additions and 7 deletions

View File

@ -31,7 +31,7 @@ var (
lastNow int64
// lastSystemTime is the last system time in the previous Update.
// lastSystemTime is the last system time in the previous UpdateFrame.
// lastSystemTime indicates the logical time in the game, so this can be bigger than the curren time.
lastSystemTime int64
@ -133,14 +133,14 @@ func updateFPSAndTPS(now int64, count int) {
tpsCount = 0
}
// Update updates the inner clock state and returns an integer value
// UpdateFrame updates the inner clock state and returns an integer value
// indicating how many times the game should update based on the current tps.
//
// If tps is SyncWithFPS, Update always returns 1.
// If tps <= 0 and not SyncWithFPS, Update always returns 0.
// If tps is SyncWithFPS, UpdateFrame always returns 1.
// If tps <= 0 and not SyncWithFPS, UpdateFrame always returns 0.
//
// Update is expected to be called per frame.
func Update() int {
// UpdateFrame is expected to be called once per frame.
func UpdateFrame() int {
m.Lock()
defer m.Unlock()

View File

@ -60,7 +60,7 @@ func newContext(game Game) *context {
func (c *context) updateFrame(graphicsDriver graphicsdriver.Graphics, outsideWidth, outsideHeight float64, deviceScaleFactor float64) error {
// TODO: If updateCount is 0 and vsync is disabled, swapping buffers can be skipped.
return c.updateFrameImpl(graphicsDriver, clock.Update(), outsideWidth, outsideHeight, deviceScaleFactor)
return c.updateFrameImpl(graphicsDriver, clock.UpdateFrame(), outsideWidth, outsideHeight, deviceScaleFactor)
}
func (c *context) forceUpdateFrame(graphicsDriver graphicsdriver.Graphics, outsideWidth, outsideHeight float64, deviceScaleFactor float64) error {