mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 13:07:26 +01:00
185 lines
4.2 KiB
Go
185 lines
4.2 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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"sync"
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"time"
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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.currentFPS()
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}
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func IsRunning() bool {
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return currentRunContext.isRunning()
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}
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func IsRunningSlowly() bool {
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return currentRunContext.isRunningSlowly()
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}
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type runContext struct {
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running bool
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fps float64
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runningSlowly bool
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m sync.RWMutex
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}
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var currentRunContext *runContext
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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.Lock()
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defer c.m.Unlock()
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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) currentFPS() 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.fps
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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.fps = fps
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}
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func (c *runContext) isRunningSlowly() bool {
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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 false
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}
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return c.runningSlowly
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}
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func (c *runContext) setRunningSlowly(isRunningSlowly bool) {
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c.m.Lock()
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defer c.m.Unlock()
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c.runningSlowly = isRunningSlowly
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}
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type GraphicsContext interface {
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SetSize(width, height, scale int) error
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Update() error
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Pause() error
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Resume() error
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}
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func Run(g GraphicsContext, width, height, scale int, title string, fps int) 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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if err := ui.CurrentUI().Start(width, height, scale, title); err != nil {
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return err
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}
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// TODO: Use the error value
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defer ui.CurrentUI().Terminate()
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frames := 0
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n := now()
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beforeForUpdate := n
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beforeForFPS := n
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for {
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e, err := ui.CurrentUI().Update()
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if err != nil {
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return err
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}
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switch e := e.(type) {
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case ui.ScreenSizeEvent:
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if err := g.SetSize(e.Width, e.Height, e.ActualScale); err != nil {
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return err
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}
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case ui.CloseEvent:
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return nil
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case ui.RenderEvent:
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n2 := now()
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// If beforeForUpdate is too old, we assume that screen is not shown.
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if 5*int64(time.Second)/int64(fps) < n2-beforeForUpdate {
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currentRunContext.setRunningSlowly(false)
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beforeForUpdate = n2
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} else {
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// Note that generally t is a little different from 1/60[sec].
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t := n2 - beforeForUpdate
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tt := int(t * int64(fps) / int64(time.Second))
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// As t is not accurate 1/60[sec], errors are accumulated.
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// To make the FPS stable, set tt 1 if t is a little less than 1/60[sec].
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if tt == 0 && (int64(time.Second)/int64(fps)-int64(5*time.Millisecond)) < t {
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tt = 1
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}
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for i := 0; i < tt; i++ {
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slow := i < tt-1
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currentRunContext.setRunningSlowly(slow)
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if err := g.Update(); err != nil {
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return err
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}
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}
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if err := ui.CurrentUI().SwapBuffers(); err != nil {
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return err
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}
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beforeForUpdate += int64(tt) * int64(time.Second) / int64(fps)
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frames++
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}
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if err := ui.CurrentUI().FinishRendering(); err != nil {
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return err
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}
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// Calc the current FPS.
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if time.Second <= time.Duration(n2-beforeForFPS) {
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fps := float64(frames) * float64(time.Second) / float64(n2-beforeForFPS)
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currentRunContext.updateFPS(fps)
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beforeForFPS = n2
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frames = 0
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}
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case ui.PauseEvent:
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if err := g.Pause(); err != nil {
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return err
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}
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case ui.ResumeEvent:
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if err := g.Resume(); err != nil {
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return err
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}
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default:
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panic("not reach")
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}
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}
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}
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