// Copyright 2016 Hajime Hoshi // // 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 loop import ( "errors" "time" "github.com/hajimehoshi/ebiten/internal/clock" "github.com/hajimehoshi/ebiten/internal/sync" ) const FPS = 60 func CurrentFPS() float64 { if theRunContext == nil { return 0 } return theRunContext.getCurrentFPS() } type runContext struct { currentFPS float64 runningSlowly bool framesForFPS int64 lastFPSUpdated int64 ping func() m sync.RWMutex } var ( theRunContext *runContext contextInitCh = make(chan struct{}) ) func (c *runContext) getCurrentFPS() float64 { c.m.RLock() v := c.currentFPS c.m.RUnlock() return v } func (c *runContext) updateFPS(fps float64) { c.m.Lock() c.currentFPS = fps c.m.Unlock() } func Start() error { // TODO: Need lock here? if theRunContext != nil { return errors.New("loop: The game is already running") } theRunContext = &runContext{} n := now() theRunContext.lastFPSUpdated = n close(contextInitCh) return nil } func End() { theRunContext = nil } func RegisterPing(ping func()) { <-contextInitCh theRunContext.registerPing(ping) } func (c *runContext) registerPing(ping func()) { c.m.Lock() c.ping = ping c.m.Unlock() } type Updater interface { Update(updateCount int) error } func Update(u Updater) error { <-contextInitCh return theRunContext.update(u) } func (c *runContext) update(u Updater) error { n := now() c.m.Lock() if c.ping != nil { c.ping() } c.m.Unlock() count := clock.Frames(n, FPS) if err := u.Update(count); err != nil { return err } c.framesForFPS++ // Calc the current FPS. if time.Second > time.Duration(n-c.lastFPSUpdated) { return nil } currentFPS := float64(c.framesForFPS) * float64(time.Second) / float64(n-c.lastFPSUpdated) c.updateFPS(currentFPS) c.lastFPSUpdated = n c.framesForFPS = 0 return nil }