ebiten/internal/clock/clock.go

153 lines
3.3 KiB
Go

// Copyright 2017 The Ebiten Authors
//
// 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 clock manages game timers.
//
// There are two types of clocks internally:
//
// System clock:
// A clock offered by the OS.
//
// Audio clock:
// An audio clock that is used in the higher priority over the system clock.
// An audio clock might not exist when the audio is not used.
package clock
import (
"time"
"github.com/hajimehoshi/ebiten/internal/sync"
)
const FPS = 60
var (
frames int64
audioTimeInFrames int64
lastAudioTimeInFrames int64
// lastSystemTime is the last system time in the previous Update.
lastSystemTime int64
currentFPS float64
lastFPSUpdated int64
framesForFPS int64
ping func()
m sync.Mutex
)
func CurrentFPS() float64 {
m.Lock()
v := currentFPS
m.Unlock()
return v
}
func RegisterPing(pingFunc func()) {
m.Lock()
ping = pingFunc
m.Unlock()
}
// ProceedAudioTimer increments the audio time by the given number of frames.
func ProceedAudioTimer(num int64) {
m.Lock()
audioTimeInFrames += num
m.Unlock()
}
func updateFPS(now int64) {
if lastFPSUpdated == 0 {
lastFPSUpdated = now
}
framesForFPS++
if time.Second > time.Duration(now-lastFPSUpdated) {
return
}
currentFPS = float64(framesForFPS) * float64(time.Second) / float64(now-lastFPSUpdated)
lastFPSUpdated = now
framesForFPS = 0
}
// Update updates the inner clock state and returns an integer value
// indicating how many game frames the game should update.
func Update() int {
m.Lock()
defer m.Unlock()
n := now()
if ping != nil {
ping()
}
// Initialize lastSystemTime if needed.
if lastSystemTime == 0 {
lastSystemTime = n
}
t := n - lastSystemTime
if t < 0 {
return 0
}
count := 0
syncWithSystemClock := false
if audioTimeInFrames > 0 && lastAudioTimeInFrames != audioTimeInFrames {
// If the audio clock is updated, use this.
if frames < audioTimeInFrames {
count = int(audioTimeInFrames - frames)
}
lastAudioTimeInFrames = audioTimeInFrames
// Now the current lastSystemTime value is not meaningful,
// force to sync lastSystemTime with the system timer.
syncWithSystemClock = true
} else {
// Use system clock when the audio clock is not updated yet.
// As the audio clock can be updated discountinuously, the system clock is still needed.
if t > 5*int64(time.Second)/FPS {
// The previous time is too old.
// Let's force to sync the game time with the system clock.
syncWithSystemClock = true
} else {
count = int(t * FPS / int64(time.Second))
}
}
// Stabilize FPS.
if count == 0 && (int64(time.Second)/FPS/2) < t {
count = 1
}
if count == 2 && (int64(time.Second)/FPS*3/2) > t {
count = 1
}
frames += int64(count)
if syncWithSystemClock {
lastSystemTime = n
} else {
lastSystemTime += int64(count) * int64(time.Second) / FPS
}
updateFPS(n)
return count
}