// Copyright 2017 The Ebiten Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. package clock import ( "time" "github.com/hajimehoshi/ebiten/internal/sync" ) const FPS = 60 var ( primaryTime int64 lastPrimaryTime int64 frames int64 logicalTime int64 currentFPS float64 lastFPSUpdated int64 framesForFPS int64 ping func() m sync.Mutex ) func CurrentFPS() float64 { m.Lock() v := currentFPS m.Unlock() return v } func RegisterPing(pingFunc func()) { m.Lock() ping = pingFunc m.Unlock() } // ProceedPrimaryTimer increments the primary time by a frame. func ProceedPrimaryTimer() { m.Lock() primaryTime++ m.Unlock() } func updateFPS(now int64) { if lastFPSUpdated == 0 { lastFPSUpdated = now } framesForFPS++ if time.Second > time.Duration(now-lastFPSUpdated) { return } currentFPS = float64(framesForFPS) * float64(time.Second) / float64(now-lastFPSUpdated) lastFPSUpdated = now framesForFPS = 0 } // Update updates the inner clock state and returns an integer value // indicating how many logical frames the game should update. func Update() int { m.Lock() defer m.Unlock() n := now() if ping != nil { ping() } // Initialize logicalTime if needed. if logicalTime == 0 { logicalTime = n } t := n - logicalTime if t < 0 { return 0 } count := 0 // There are two time lines: one is the logical time and the other is the system clock. // // Usually logical time is updated based on the number of frames, but // when sync is true, the logical time is forced to sync with the system clock. sync := false if primaryTime > 0 && lastPrimaryTime != primaryTime { // If the primary time is updated, use this. if frames < primaryTime { count = int(primaryTime - frames) } lastPrimaryTime = primaryTime sync = true } else { // Use system clock when // 1) Inc() is not called, or // 2) the primary time is not updated yet. // As the primary time can be updated discountinuously, // the system clock is still needed. if t > 5*int64(time.Second)/FPS { // The previous time is too old. // Let's force to sync the logical time with the OS clock. sync = true } else { count = int(t * FPS / int64(time.Second)) } } // Stabilize FPS. if count == 0 && (int64(time.Second)/FPS/2) < t { count = 1 } if count == 2 && (int64(time.Second)/FPS*3/2) > t { count = 1 } if count > 3 { count = 3 } frames += int64(count) if sync { logicalTime = n } else { logicalTime += int64(count) * int64(time.Second) / FPS } updateFPS(n) return count }