ebiten/internal/loop/run.go
2016-05-18 10:59:37 +09:00

241 lines
5.4 KiB
Go

// 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"
)
const FPS = 60
func Main() {
ui.Main()
}
func CurrentFPS() float64 {
return currentRunContext.currentFPS()
}
func IsRunning() bool {
return currentRunContext.isRunning()
}
func IsRunningSlowly() bool {
return currentRunContext.isRunningSlowly()
}
func SetScreenSize(width, height int) error {
return currentRunContext.setScreenSize(width, height)
}
func SetScreenScale(scale int) error {
return currentRunContext.setScreenScale(scale)
}
func ScreenScale() int {
return ui.CurrentUI().ScreenScale()
}
type runContext struct {
running bool
fps float64
newScreenWidth int
newScreenHeight int
newScreenScale int
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
}
func (c *runContext) updateScreenSize(g GraphicsContext) error {
c.m.Lock()
defer c.m.Unlock()
if c.newScreenWidth == 0 && c.newScreenHeight == 0 && c.newScreenScale == 0 {
return nil
}
changed := false
if 0 < c.newScreenWidth || 0 < c.newScreenHeight {
c := ui.CurrentUI().SetScreenSize(c.newScreenWidth, c.newScreenHeight)
changed = changed || c
}
if 0 < c.newScreenScale {
c := ui.CurrentUI().SetScreenScale(c.newScreenScale)
changed = changed || c
}
if changed {
w, h := c.newScreenWidth, c.newScreenHeight
if err := g.SetSize(w, h, ui.CurrentUI().ActualScreenScale()); err != nil {
return err
}
}
c.newScreenWidth = 0
c.newScreenHeight = 0
c.newScreenScale = 0
return nil
}
func (c *runContext) setScreenSize(width, height int) error {
c.m.Lock()
defer c.m.Unlock()
if !c.running {
return errors.New("ebiten: SetScreenSize must be called during Run")
}
if width <= 0 || height <= 0 {
return errors.New("ebiten: width and height must be positive")
}
c.newScreenWidth = width
c.newScreenHeight = height
return nil
}
func (c *runContext) setScreenScale(scale int) error {
c.m.Lock()
defer c.m.Unlock()
if !c.running {
return errors.New("ebiten: SetScreenScale must be called during Run")
}
if scale <= 0 {
return errors.New("ebiten: scale must be positive")
}
c.newScreenScale = scale
return nil
}
type GraphicsContext interface {
SetSize(width, height, scale int) error
Update() error
}
func Run(g GraphicsContext, width, height, scale int, title string) error {
currentRunContext.startRunning()
defer currentRunContext.endRunning()
if err := ui.CurrentUI().Start(width, height, scale, title); err != nil {
return err
}
defer ui.CurrentUI().Terminate()
if err := g.SetSize(width, height, ui.CurrentUI().ActualScreenScale()); err != nil {
return err
}
frames := 0
n := ui.Now()
beforeForUpdate := n
beforeForFPS := n
for {
if err := currentRunContext.updateScreenSize(g); err != nil {
return err
}
e, err := ui.CurrentUI().Update()
if err != nil {
return err
}
switch e.(type) {
case ui.CloseEvent:
return nil
case ui.RenderEvent:
now := ui.Now()
// If beforeForUpdate is too old, we assume that screen is not shown.
if int64(5*time.Second/FPS) < now-beforeForUpdate {
currentRunContext.setRunningSlowly(false)
beforeForUpdate = now
} else {
// Note that generally t is a little different from 1/60[sec].
t := now - beforeForUpdate
currentRunContext.setRunningSlowly(t*FPS >= int64(time.Second*5/2))
tt := int(t * 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)/FPS-int64(5*time.Millisecond)) < t {
tt = 1
}
for i := 0; i < tt; i++ {
if err := g.Update(); err != nil {
return err
}
}
ui.CurrentUI().SwapBuffers()
beforeForUpdate += int64(tt) * int64(time.Second) / FPS
frames++
}
// Calc the current FPS.
if time.Second <= time.Duration(now-beforeForFPS) {
currentRunContext.updateFPS(float64(frames) * float64(time.Second) / float64(now-beforeForFPS))
beforeForFPS = now
frames = 0
}
default:
panic("not reach")
}
}
}