// 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 manages game timers. package clock import ( "sync" "time" ) var ( // lastSystemTime is the last system time in the previous Update. lastSystemTime int64 currentFPS float64 currentTPS float64 lastUpdated int64 fpsCount = 0 tpsCount = 0 m sync.Mutex ) func CurrentFPS() float64 { m.Lock() v := currentFPS m.Unlock() return v } func CurrentTPS() float64 { m.Lock() v := currentTPS m.Unlock() return v } func calcCountFromTPS(tps int64, now int64) int { if tps == 0 { return 0 } if tps < 0 { panic("clock: tps must >= 0") } // Initialize lastSystemTime if needed. if lastSystemTime == 0 { lastSystemTime = now } diff := now - lastSystemTime if diff < 0 { // TODO: Should this panic? lastSystemTime = now return 0 } count := 0 syncWithSystemClock := false if diff > int64(time.Second)*5/60 { // The previous time is too old. // Let's force to sync the game time with the system clock. syncWithSystemClock = true } else { count = int(diff * tps / int64(time.Second)) } // Stabilize FPS. // Without this adjustment, count can be unstable like 0, 2, 0, 2, ... if count == 0 && (int64(time.Second)/tps/2) < diff { count = 1 } if count == 2 && (int64(time.Second)/tps*3/2) > diff { count = 1 } if syncWithSystemClock { lastSystemTime = now } else { lastSystemTime += int64(count) * int64(time.Second) / tps } return count } func updateFPSAndTPS(now int64, count int) { if lastUpdated == 0 { lastUpdated = now } fpsCount++ tpsCount += count if now < lastUpdated { // TODO: Should this panic? lastUpdated = now fpsCount = 0 tpsCount = 0 return } if time.Second > time.Duration(now-lastUpdated) { return } currentFPS = float64(fpsCount) * float64(time.Second) / float64(now-lastUpdated) currentTPS = float64(tpsCount) * float64(time.Second) / float64(now-lastUpdated) lastUpdated = now fpsCount = 0 tpsCount = 0 } const UncappedTPS = -1 // Update updates the inner clock state and returns an integer value // indicating how many times the game should update based on given tps. // tps represents TPS (ticks per second). // If tps is UncappedTPS, Update always returns 1. // If tps <= 0 and not UncappedTPS, Update always returns 0. // // Update is expected to be called per frame. func Update(tps int) int { m.Lock() defer m.Unlock() n := now() c := 0 if tps == UncappedTPS { c = 1 } else if tps > 0 { c = calcCountFromTPS(int64(tps), n) } updateFPSAndTPS(n, c) return c }