mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-27 12:18:55 +01:00
198 lines
4.3 KiB
Go
198 lines
4.3 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"
|
|
)
|
|
|
|
func CurrentFPS() float64 {
|
|
return currentRunContext.getCurrentFPS()
|
|
}
|
|
|
|
func IsRunning() bool {
|
|
return currentRunContext.isRunning()
|
|
}
|
|
|
|
func IsRunningSlowly() bool {
|
|
return currentRunContext.isRunningSlowly()
|
|
}
|
|
|
|
type runContext struct {
|
|
running bool
|
|
fps int
|
|
currentFPS float64
|
|
runningSlowly bool
|
|
frames int
|
|
lastUpdated int64
|
|
lastFPSUpdated int64
|
|
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) getCurrentFPS() float64 {
|
|
c.m.RLock()
|
|
defer c.m.RUnlock()
|
|
if !c.running {
|
|
// TODO: Should panic here?
|
|
return 0
|
|
}
|
|
return c.currentFPS
|
|
}
|
|
|
|
func (c *runContext) updateFPS(fps float64) {
|
|
c.m.Lock()
|
|
defer c.m.Unlock()
|
|
c.currentFPS = 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
|
|
}
|
|
|
|
type GraphicsContext interface {
|
|
SetSize(width, height int, scale float64) error
|
|
UpdateAndDraw() error
|
|
Draw() error
|
|
}
|
|
|
|
func Run(g GraphicsContext, width, height int, scale float64, title string, fps int) error {
|
|
if currentRunContext != nil {
|
|
return errors.New("loop: The game is already running")
|
|
}
|
|
currentRunContext = &runContext{
|
|
fps: fps,
|
|
}
|
|
currentRunContext.startRunning()
|
|
defer currentRunContext.endRunning()
|
|
|
|
if err := ui.CurrentUI().Start(width, height, scale, title); err != nil {
|
|
return err
|
|
}
|
|
// TODO: Use the error value
|
|
defer ui.CurrentUI().Terminate()
|
|
|
|
n := now()
|
|
currentRunContext.lastUpdated = n
|
|
currentRunContext.lastFPSUpdated = n
|
|
for {
|
|
e, err := ui.CurrentUI().Update()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
switch e := e.(type) {
|
|
case ui.ScreenSizeEvent:
|
|
if err := g.SetSize(e.Width, e.Height, e.ActualScale); err != nil {
|
|
return err
|
|
}
|
|
case ui.CloseEvent:
|
|
return nil
|
|
case ui.RenderEvent:
|
|
if err := currentRunContext.render(g); err != nil {
|
|
return err
|
|
}
|
|
e.Done <- struct{}{}
|
|
default:
|
|
panic("not reach")
|
|
}
|
|
}
|
|
}
|
|
|
|
func (c *runContext) render(g GraphicsContext) error {
|
|
fps := c.fps
|
|
n := now()
|
|
defer func() {
|
|
// Calc the current FPS.
|
|
if time.Second > time.Duration(n-c.lastFPSUpdated) {
|
|
return
|
|
}
|
|
currentFPS := float64(c.frames) * float64(time.Second) / float64(n-c.lastFPSUpdated)
|
|
c.updateFPS(currentFPS)
|
|
c.lastFPSUpdated = n
|
|
c.frames = 0
|
|
}()
|
|
|
|
// If lastUpdated is too old, we assume that screen is not shown.
|
|
if 5*int64(time.Second)/int64(fps) < n-c.lastUpdated {
|
|
c.setRunningSlowly(false)
|
|
c.lastUpdated = n
|
|
return nil
|
|
}
|
|
|
|
// Note that generally t is a little different from 1/60[sec].
|
|
t := n - c.lastUpdated
|
|
tt := int(t * int64(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)/int64(fps)-int64(5*time.Millisecond)) < t {
|
|
tt = 1
|
|
}
|
|
if 1 <= tt {
|
|
for i := 0; i < tt; i++ {
|
|
slow := i < tt-1
|
|
c.setRunningSlowly(slow)
|
|
if err := g.UpdateAndDraw(); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
} else {
|
|
if err := g.Draw(); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
if err := ui.CurrentUI().SwapBuffers(); err != nil {
|
|
return err
|
|
}
|
|
c.lastUpdated += int64(tt) * int64(time.Second) / int64(fps)
|
|
c.frames++
|
|
return nil
|
|
}
|