ebiten/internal/clock/clock.go
2017-08-06 01:43:09 +09:00

117 lines
2.6 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
import (
"time"
"github.com/hajimehoshi/ebiten/internal/sync"
)
const FPS = 60
var (
m sync.Mutex
primaryTime int64
lastPrimaryTime int64
frames int64
logicalTime int64
ping func()
)
func RegisterPing(pingFunc func()) {
m.Lock()
ping = pingFunc
m.Unlock()
}
// ProceedPrimaryTimer increments the primary time by a frame.
func ProceedPrimaryTimer() {
m.Lock()
primaryTime++
m.Unlock()
}
// Update updates the inner clock state and returns an integer value
// indicating how many logical frames the game should update.
func Update(now int64) int {
m.Lock()
defer m.Unlock()
if ping != nil {
ping()
}
// Initialize logicalTime if needed.
if logicalTime == 0 {
logicalTime = now
}
t := now - logicalTime
if t < 0 {
return 0
}
count := 0
// There are two time lines: one is the logical time and the other is the system clock.
//
// Usually logical time is updated based on the number of frames, but
// when sync is true, the logical time is forced to sync with the system clock.
sync := false
if primaryTime > 0 && lastPrimaryTime != primaryTime {
// If the primary time is updated, use this.
if frames < primaryTime {
count = int(primaryTime - frames)
}
lastPrimaryTime = primaryTime
sync = true
} else {
// Use system clock when
// 1) Inc() is not called, or
// 2) the primary time is not updated yet.
// As the primary time 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 logical time with the OS clock.
sync = 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
}
if count > 3 {
count = 3
}
frames += int64(count)
if sync {
logicalTime = now
} else {
logicalTime += int64(count) * int64(time.Second) / FPS
}
return count
}