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ui: Introduce IsRunningSlowly (#168)
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@ -46,6 +46,8 @@ func (game *Game) Update(r *ebiten.Image) error {
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SceneManager: game.sceneManager,
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Input: &game.input,
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})
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game.sceneManager.Draw(r)
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if !ebiten.IsRunningSlowly() {
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game.sceneManager.Draw(r)
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}
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return nil
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}
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@ -39,6 +39,9 @@ func (c *graphicsContext) update(f func(*Image) error) error {
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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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10
run.go
10
run.go
@ -26,6 +26,7 @@ var runContext = &struct {
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newScreenWidth int
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newScreenHeight int
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newScreenScale int
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isRunningSlowly bool
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}{}
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// CurrentFPS returns the current number of frames per second.
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@ -33,6 +34,13 @@ func CurrentFPS() float64 {
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return runContext.fps
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}
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// IsRunningSlowly returns true if the game is running too slowly to keep 60 FPS.
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// The game screen is not updated when IsRunningSlowly is true.
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// It is recommended to skip heavy processing, especially drawing, when IsRunningSlowly is true.
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func IsRunningSlowly() bool {
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return runContext.isRunningSlowly
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}
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// Run runs the game.
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// f is a function which is called at every frame.
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// The argument (*Image) is the render target that represents the screen.
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@ -94,10 +102,12 @@ func Run(f func(*Image) error, width, height, scale int, title string) error {
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}
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now := ui.Now()
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// If beforeForUpdate is too old, we assume that screen is not shown.
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runContext.isRunningSlowly = false
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if int64(5*time.Second/60) < now-beforeForUpdate {
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beforeForUpdate = now
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} else {
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c := int((now - beforeForUpdate) * 60 / int64(time.Second))
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runContext.isRunningSlowly = c >= 2
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for i := 0; i < c; i++ {
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if err := graphicsContext.update(f); err != nil {
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return err
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