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https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
loop: Move clock.FPS to loop.FPS to reduce dependencies
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parent
19760be346
commit
94843fbe73
@ -263,7 +263,7 @@ func (c *Context) loop() {
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c.m.Unlock()
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c.frames++
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clock.Inc()
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bytesPerFrame := c.sampleRate * bytesPerSample * channelNum / clock.FPS
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bytesPerFrame := c.sampleRate * bytesPerSample * channelNum / loop.FPS
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l := (c.frames * int64(bytesPerFrame)) - c.writtenBytes
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l &= mask
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c.writtenBytes += l
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@ -18,8 +18,6 @@ import (
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"github.com/hajimehoshi/ebiten/internal/sync"
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)
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const FPS = 60
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var (
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m sync.Mutex
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valid bool
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@ -22,6 +22,8 @@ import (
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"github.com/hajimehoshi/ebiten/internal/sync"
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)
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const FPS = 60
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func CurrentFPS() float64 {
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if currentRunContext == nil {
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return 0
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@ -95,20 +97,20 @@ func (c *runContext) updateCount(now int64) int {
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}
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c.lastClockFrame = f
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} else {
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if t > 5*int64(time.Second)/int64(clock.FPS) {
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if t > 5*int64(time.Second)/int64(FPS) {
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// The previous time is too old. Let's assume that the window was unfocused.
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count = 0
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c.lastUpdated = now
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} else {
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count = int(t * int64(clock.FPS) / int64(time.Second))
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count = int(t * int64(FPS) / int64(time.Second))
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}
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}
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// Stabilize FPS.
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if count == 0 && (int64(time.Second)/int64(clock.FPS)/2) < t {
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if count == 0 && (int64(time.Second)/int64(FPS)/2) < t {
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count = 1
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}
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if count == 2 && (int64(time.Second)/int64(clock.FPS)*3/2) > t {
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if count == 2 && (int64(time.Second)/int64(FPS)*3/2) > t {
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count = 1
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}
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@ -119,7 +121,7 @@ func (c *runContext) updateCount(now int64) int {
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if sync {
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c.lastUpdated = now
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} else {
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c.lastUpdated += int64(count) * int64(time.Second) / int64(clock.FPS)
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c.lastUpdated += int64(count) * int64(time.Second) / int64(FPS)
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}
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c.frames += int64(count)
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3
run.go
3
run.go
@ -17,13 +17,12 @@ package ebiten
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import (
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"sync/atomic"
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"github.com/hajimehoshi/ebiten/internal/clock"
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"github.com/hajimehoshi/ebiten/internal/loop"
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"github.com/hajimehoshi/ebiten/internal/ui"
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)
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// FPS represents how many times game updating happens in a second (60).
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const FPS = clock.FPS
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const FPS = loop.FPS
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// CurrentFPS returns the current number of frames per second of rendering.
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//
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