// 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" "github.com/hajimehoshi/ebiten/internal/clock" ) const FPS = clock.FPS func CurrentFPS() float64 { return clock.CurrentFPS() } type runContext struct{} var ( theRunContext *runContext contextInitCh = make(chan struct{}) ) func Start() error { // TODO: Need lock here? if theRunContext != nil { return errors.New("loop: The game is already running") } theRunContext = &runContext{} close(contextInitCh) return nil } func End() { theRunContext = nil } type Updater interface { Update(updateCount int) error } func Update(u Updater) error { <-contextInitCh return theRunContext.update(u) } func (c *runContext) update(u Updater) error { count := clock.Update() if err := u.Update(count); err != nil { return err } return nil }