// 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" "sync" "time" "github.com/hajimehoshi/ebiten/internal/ui" ) func CurrentFPS() float64 { return currentRunContext.currentFPS() } func IsRunning() bool { return currentRunContext.isRunning() } func IsRunningSlowly() bool { return currentRunContext.isRunningSlowly() } type runContext struct { running bool fps float64 runningSlowly bool m sync.RWMutex } var currentRunContext *runContext func (c *runContext) startRunning() { c.m.Lock() defer c.m.Unlock() c.running = true } func (c *runContext) isRunning() bool { c.m.Lock() defer c.m.Unlock() return c.running } func (c *runContext) endRunning() { c.m.Lock() defer c.m.Unlock() c.running = false } func (c *runContext) currentFPS() float64 { c.m.RLock() defer c.m.RUnlock() if !c.running { // TODO: Should panic here? return 0 } return c.fps } func (c *runContext) updateFPS(fps float64) { c.m.Lock() defer c.m.Unlock() c.fps = fps } func (c *runContext) isRunningSlowly() bool { c.m.RLock() defer c.m.RUnlock() if !c.running { // TODO: Should panic here? return false } return c.runningSlowly } func (c *runContext) setRunningSlowly(isRunningSlowly bool) { c.m.Lock() defer c.m.Unlock() c.runningSlowly = isRunningSlowly } type GraphicsContext interface { SetSize(width, height, scale int) error Update() error Pause() error Resume() error } func Run(g GraphicsContext, width, height, scale int, title string, fps int) error { if currentRunContext != nil { return errors.New("loop: The game is already running") } currentRunContext = &runContext{} currentRunContext.startRunning() defer currentRunContext.endRunning() if err := ui.CurrentUI().Start(width, height, scale, title); err != nil { return err } // TODO: Use the error value defer ui.CurrentUI().Terminate() frames := 0 n := now() beforeForUpdate := n beforeForFPS := n for { e, err := ui.CurrentUI().Update() if err != nil { return err } switch e := e.(type) { case ui.ScreenSizeEvent: if err := g.SetSize(e.Width, e.Height, e.ActualScale); err != nil { return err } case ui.CloseEvent: return nil case ui.RenderEvent: n2 := now() // If beforeForUpdate is too old, we assume that screen is not shown. if 5*int64(time.Second)/int64(fps) < n2-beforeForUpdate { currentRunContext.setRunningSlowly(false) beforeForUpdate = n2 } else { // Note that generally t is a little different from 1/60[sec]. t := n2 - beforeForUpdate currentRunContext.setRunningSlowly(t*int64(fps) >= int64(time.Second*5/2)) tt := int(t * int64(fps) / int64(time.Second)) // As t is not accurate 1/60[sec], errors are accumulated. // To make the FPS stable, set tt 1 if t is a little less than 1/60[sec]. if tt == 0 && (int64(time.Second)/int64(fps)-int64(5*time.Millisecond)) < t { tt = 1 } for i := 0; i < tt; i++ { if err := g.Update(); err != nil { return err } } if err := ui.CurrentUI().SwapBuffers(); err != nil { return err } beforeForUpdate += int64(tt) * int64(time.Second) / int64(fps) frames++ } if err := ui.CurrentUI().FinishRendering(); err != nil { return err } // Calc the current FPS. if time.Second <= time.Duration(n2-beforeForFPS) { currentRunContext.updateFPS(float64(frames) * float64(time.Second) / float64(n2-beforeForFPS)) beforeForFPS = n2 frames = 0 } case ui.PauseEvent: if err := g.Pause(); err != nil { return err } case ui.ResumeEvent: if err := g.Resume(); err != nil { return err } default: panic("not reach") } } }