// 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" "github.com/hajimehoshi/ebiten/internal/ui" ) func CurrentFPS() float64 { return currentRunContext.getCurrentFPS() } type runContext struct { running bool currentFPS float64 runningSlowly bool frames int64 framesForFPS int64 lastUpdated int64 lastFPSUpdated int64 lastClockFrame int64 ping func() m sync.RWMutex } var ( currentRunContext *runContext contextInitCh = make(chan struct{}) ) func (c *runContext) startRunning() { c.m.Lock() defer c.m.Unlock() c.running = true } func (c *runContext) isRunning() bool { c.m.RLock() defer c.m.RUnlock() return c.running } func (c *runContext) endRunning() { c.m.Lock() defer c.m.Unlock() c.running = false } func (c *runContext) getCurrentFPS() float64 { c.m.RLock() defer c.m.RUnlock() if !c.running { // TODO: Should panic here? return 0 } return c.currentFPS } func (c *runContext) updateFPS(fps float64) { c.m.Lock() defer c.m.Unlock() c.currentFPS = fps } type GraphicsContext interface { SetSize(width, height int, scale float64) UpdateAndDraw(updateCount int) error Invalidate() } type loopGraphicsContext struct { runContext *runContext graphicsContext GraphicsContext } func (g *loopGraphicsContext) SetSize(width, height int, scale float64) { g.graphicsContext.SetSize(width, height, scale) } func (g *loopGraphicsContext) Update() error { return g.runContext.render(g.graphicsContext) } func (g *loopGraphicsContext) Invalidate() { g.graphicsContext.Invalidate() } func Run(g GraphicsContext, width, height int, scale float64, title string) (err error) { if currentRunContext != nil { return errors.New("loop: The game is already running") } currentRunContext = &runContext{} currentRunContext.startRunning() defer currentRunContext.endRunning() n := now() currentRunContext.lastUpdated = n currentRunContext.lastFPSUpdated = n close(contextInitCh) lg := &loopGraphicsContext{currentRunContext, g} if err := ui.Run(width, height, scale, title, lg); err != nil { if _, ok := err.(*ui.RegularTermination); ok { return nil } return err } return nil } func (c *runContext) updateCount(now int64) int { count := 0 sync := false t := now - c.lastUpdated if t < 0 { return 0 } if clock.IsValid() && c.lastClockFrame != clock.Frame() { sync = true f := clock.Frame() if c.frames < f { count = int(f - c.frames) } c.lastClockFrame = f } else { if t > 5*int64(time.Second)/int64(clock.FPS) { // The previous time is too old. Let's assume that the window was unfocused. count = 0 c.lastUpdated = now } else { count = int(t * int64(clock.FPS) / int64(time.Second)) } } // Stabilize FPS. if count == 0 && (int64(time.Second)/int64(clock.FPS)/2) < t { count = 1 } if count == 2 && (int64(time.Second)/int64(clock.FPS)*3/2) > t { count = 1 } if count > 3 { count = 3 } if sync { c.lastUpdated = now } else { c.lastUpdated += int64(count) * int64(time.Second) / int64(clock.FPS) } c.frames += int64(count) return count } func RegisterPing(ping func()) { <-contextInitCh currentRunContext.registerPing(ping) } func (c *runContext) registerPing(ping func()) { c.m.Lock() c.ping = ping c.m.Unlock() } func (c *runContext) render(g GraphicsContext) error { n := now() c.m.Lock() if c.ping != nil { c.ping() } c.m.Unlock() count := c.updateCount(n) if err := g.UpdateAndDraw(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 }