ui: Make UI functions goroutine-safe

This commit is contained in:
Hajime Hoshi 2016-03-26 18:46:07 +09:00
parent 1934ab0893
commit fc3dcd4a6b

164
run.go
View File

@ -15,6 +15,7 @@
package ebiten
import (
"sync"
"time"
"github.com/hajimehoshi/ebiten/internal/ui"
@ -26,27 +27,46 @@ type runContext struct {
newScreenHeight int
newScreenScale int
isRunningSlowly bool
m sync.RWMutex
}
var currentRunContext = &runContext{}
var currentRunContext *runContext
func (c *runContext) CurrentFPS() float64 {
func (c *runContext) FPS() float64 {
if c == nil {
// TODO: Should panic here?
return 0
}
c.m.RLock()
defer c.m.RUnlock()
return c.fps
}
func (c *runContext) updateFPS(fps float64) {
c.m.Lock()
defer c.m.Unlock()
c.fps = fps
}
func (c *runContext) IsRunningSlowly() bool {
if c == nil {
// TODO: Should panic here?
return false
}
c.m.RLock()
defer c.m.RUnlock()
return c.isRunningSlowly
}
func (c *runContext) setRunningSlowly(isRunningSlowly bool) {
c.m.Lock()
defer c.m.Unlock()
c.isRunningSlowly = 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
}
@ -71,7 +91,72 @@ func (c *runContext) updateScreenSize(g *graphicsContext) error {
return nil
}
func (c *runContext) Run(f func(*Image) error, width, height, scale int, title string) error {
func (c *runContext) SetScreenSize(width, height int) {
if c == nil {
panic("ebiten: SetScreenSize must be called during Run")
}
c.m.Lock()
defer c.m.Unlock()
if width <= 0 || height <= 0 {
panic("ebiten: width and height must be positive")
}
c.newScreenWidth = width
c.newScreenHeight = height
}
func (c *runContext) SetScreenScale(scale int) {
if c == nil {
panic("ebiten: SetScreenScale must be called during Run")
}
c.m.Lock()
defer c.m.Unlock()
if scale <= 0 {
panic("ebiten: scale must be positive")
}
c.newScreenScale = scale
}
// FPS represents how many times game updating happens in a second.
const FPS = 60
// CurrentFPS returns the current number of frames per second of rendering.
//
// This function is goroutine-safe.
//
// This value represents how many times rendering happens in 1/60 second and
// NOT how many times logical game updating (a passed function to Run) happens.
// 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()
}
// IsRunningSlowly returns true if the game is running too slowly to keep 60 FPS of rendering.
// The game screen is not updated when IsRunningSlowly is true.
// It is recommended to skip heavy processing, especially drawing, when IsRunningSlowly is true.
//
// This function is goroutine-safe.
func IsRunningSlowly() bool {
return currentRunContext.IsRunningSlowly()
}
// Run runs the game.
// f is a function which is called at every frame.
// The argument (*Image) is the render target that represents the screen.
//
// This function must be called from the main thread.
// Note that ebiten bounds the main goroutine to the main OS thread by runtime.LockOSThread.
//
// The given function f is guaranteed to be called 60 times a second
// even if a rendering frame is skipped.
// f is not called when the screen is not shown.
func Run(f func(*Image) error, width, height, scale int, title string) error {
// TODO: This assignment does not look goroutine-safe.
currentRunContext = &runContext{}
defer func() {
currentRunContext = nil
}()
if err := ui.CurrentUI().Start(width, height, scale, title); err != nil {
return err
}
@ -89,7 +174,7 @@ func (c *runContext) Run(f func(*Image) error, width, height, scale int, title s
beforeForFPS := now
for {
// TODO: setSize should be called after swapping buffers?
if err := c.updateScreenSize(graphicsContext); err != nil {
if err := currentRunContext.updateScreenSize(graphicsContext); err != nil {
return err
}
if err := ui.CurrentUI().DoEvents(); err != nil {
@ -100,12 +185,12 @@ func (c *runContext) Run(f func(*Image) error, width, height, scale int, title s
}
now := ui.Now()
// If beforeForUpdate is too old, we assume that screen is not shown.
c.isRunningSlowly = false
if int64(5*time.Second/FPS) < now-beforeForUpdate {
currentRunContext.setRunningSlowly(false)
beforeForUpdate = now
} else {
t := float64(now-beforeForUpdate) * FPS / float64(time.Second)
c.isRunningSlowly = t >= 2.5
currentRunContext.setRunningSlowly(t >= 2.5)
for i := 0; i < int(t); i++ {
if err := ui.CurrentUI().DoEvents(); err != nil {
return err
@ -125,84 +210,31 @@ func (c *runContext) Run(f func(*Image) error, width, height, scale int, title s
now = ui.Now()
frames++
if time.Second <= time.Duration(now-beforeForFPS) {
c.fps = float64(frames) * float64(time.Second) / float64(now-beforeForFPS)
currentRunContext.updateFPS(float64(frames) * float64(time.Second) / float64(now-beforeForFPS))
beforeForFPS = now
frames = 0
}
}
}
func (c *runContext) SetScreenSize(width, height int) {
if c == nil {
panic("ebiten: SetScreenSize must be called during Run")
}
if width <= 0 || height <= 0 {
panic("ebiten: width and height must be positive")
}
c.newScreenWidth = width
c.newScreenHeight = height
}
func (c *runContext) SetScreenScale(scale int) {
if c == nil {
panic("ebiten: SetScreenScale must be called during Run")
}
if scale <= 0 {
panic("ebiten: scale must be positive")
}
c.newScreenScale = scale
}
// FPS represents how many times game updating happens in a second.
const FPS = 60
// CurrentFPS returns the current number of frames per second of rendering.
//
// This value represents how many times rendering happens in 1/60 second and
// NOT how many times logical game updating (a passed function to Run) happens.
// 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.CurrentFPS()
}
// IsRunningSlowly returns true if the game is running too slowly to keep 60 FPS of rendering.
// The game screen is not updated when IsRunningSlowly is true.
// It is recommended to skip heavy processing, especially drawing, when IsRunningSlowly is true.
func IsRunningSlowly() bool {
return currentRunContext.IsRunningSlowly()
}
// Run runs the game.
// f is a function which is called at every frame.
// The argument (*Image) is the render target that represents the screen.
//
// This function must be called from the main thread.
// Note that ebiten bounds the main goroutine to the main OS thread by runtime.LockOSThread.
//
// The given function f is guaranteed to be called 60 times a second
// even if a rendering frame is skipped.
// f is not called when the screen is not shown.
func Run(f func(*Image) error, width, height, scale int, title string) error {
currentRunContext = &runContext{}
defer func() {
currentRunContext = nil
}()
return currentRunContext.Run(f, width, height, scale, title)
}
// SetScreenSize changes the (logical) size of the screen.
// This doesn't affect the current scale of the screen.
//
// This function is goroutine-safe.
func SetScreenSize(width, height int) {
currentRunContext.SetScreenSize(width, height)
}
// SetScreenSize changes the scale of the screen.
//
// This function is goroutine-safe.
func SetScreenScale(scale int) {
currentRunContext.SetScreenScale(scale)
}
// ScreenScale returns the current screen scale.
//
// This function is goroutine-safe.
func ScreenScale() int {
return ui.CurrentUI().ScreenScale()
}