mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-27 04:08:53 +01:00
214 lines
4.4 KiB
Go
214 lines
4.4 KiB
Go
// Copyright 2016 Hajime Hoshi
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package loop
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import (
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"errors"
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"time"
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"github.com/hajimehoshi/ebiten/internal/clock"
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"github.com/hajimehoshi/ebiten/internal/sync"
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"github.com/hajimehoshi/ebiten/internal/ui"
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)
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func CurrentFPS() float64 {
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return currentRunContext.getCurrentFPS()
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}
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type runContext struct {
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running bool
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currentFPS float64
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runningSlowly bool
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frames int64
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framesForFPS int64
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lastUpdated int64
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lastFPSUpdated int64
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lastClockFrame int64
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ping func()
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m sync.RWMutex
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}
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var (
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currentRunContext *runContext
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contextInitCh = make(chan struct{})
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)
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func (c *runContext) startRunning() {
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c.m.Lock()
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defer c.m.Unlock()
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c.running = true
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}
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func (c *runContext) isRunning() bool {
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c.m.RLock()
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defer c.m.RUnlock()
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return c.running
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}
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func (c *runContext) endRunning() {
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c.m.Lock()
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defer c.m.Unlock()
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c.running = false
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}
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func (c *runContext) getCurrentFPS() float64 {
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c.m.RLock()
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defer c.m.RUnlock()
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if !c.running {
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// TODO: Should panic here?
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return 0
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}
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return c.currentFPS
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}
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func (c *runContext) updateFPS(fps float64) {
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c.m.Lock()
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defer c.m.Unlock()
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c.currentFPS = fps
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}
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type GraphicsContext interface {
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SetSize(width, height int, scale float64)
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UpdateAndDraw(updateCount int) error
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Invalidate()
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}
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type loopGraphicsContext struct {
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runContext *runContext
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graphicsContext GraphicsContext
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}
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func (g *loopGraphicsContext) SetSize(width, height int, scale float64) {
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g.graphicsContext.SetSize(width, height, scale)
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}
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func (g *loopGraphicsContext) Update() error {
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return g.runContext.render(g.graphicsContext)
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}
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func (g *loopGraphicsContext) Invalidate() {
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g.graphicsContext.Invalidate()
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}
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func Run(g GraphicsContext, width, height int, scale float64, title string) (err error) {
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if currentRunContext != nil {
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return errors.New("loop: The game is already running")
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}
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currentRunContext = &runContext{}
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currentRunContext.startRunning()
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defer currentRunContext.endRunning()
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n := now()
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currentRunContext.lastUpdated = n
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currentRunContext.lastFPSUpdated = n
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close(contextInitCh)
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lg := &loopGraphicsContext{currentRunContext, g}
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if err := ui.Run(width, height, scale, title, lg); err != nil {
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if _, ok := err.(*ui.RegularTermination); ok {
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return nil
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}
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return err
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}
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return nil
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}
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func (c *runContext) updateCount(now int64) int {
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count := 0
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sync := false
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t := now - c.lastUpdated
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if t < 0 {
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return 0
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}
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if clock.IsValid() && c.lastClockFrame != clock.Frame() {
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sync = true
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f := clock.Frame()
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if c.frames < f {
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count = int(f - c.frames)
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}
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c.lastClockFrame = f
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} else {
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if t > 5*int64(time.Second)/int64(clock.FPS) {
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// The previous time is too old. Let's assume that the window was unfocused.
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count = 0
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c.lastUpdated = now
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} else {
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count = int(t * int64(clock.FPS) / int64(time.Second))
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}
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}
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// Stabilize FPS.
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if count == 0 && (int64(time.Second)/int64(clock.FPS)/2) < t {
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count = 1
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}
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if count == 2 && (int64(time.Second)/int64(clock.FPS)*3/2) > t {
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count = 1
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}
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if count > 3 {
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count = 3
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}
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if sync {
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c.lastUpdated = now
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} else {
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c.lastUpdated += int64(count) * int64(time.Second) / int64(clock.FPS)
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}
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c.frames += int64(count)
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return count
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}
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func RegisterPing(ping func()) {
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<-contextInitCh
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currentRunContext.registerPing(ping)
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}
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func (c *runContext) registerPing(ping func()) {
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c.m.Lock()
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c.ping = ping
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c.m.Unlock()
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}
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func (c *runContext) render(g GraphicsContext) error {
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n := now()
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c.m.Lock()
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if c.ping != nil {
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c.ping()
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}
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c.m.Unlock()
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count := c.updateCount(n)
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if err := g.UpdateAndDraw(count); err != nil {
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return err
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}
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c.framesForFPS++
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// Calc the current FPS.
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if time.Second > time.Duration(n-c.lastFPSUpdated) {
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return nil
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}
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currentFPS := float64(c.framesForFPS) * float64(time.Second) / float64(n-c.lastFPSUpdated)
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c.updateFPS(currentFPS)
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c.lastFPSUpdated = n
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c.framesForFPS = 0
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return nil
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}
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