ebiten/internal/loop/run.go
2017-08-06 02:12:23 +09:00

66 lines
1.3 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"
"github.com/hajimehoshi/ebiten/internal/clock"
)
const FPS = clock.FPS
func CurrentFPS() float64 {
return clock.CurrentFPS()
}
type runContext struct{}
var (
theRunContext *runContext
contextInitCh = make(chan struct{})
)
func Start() error {
// TODO: Need lock here?
if theRunContext != nil {
return errors.New("loop: The game is already running")
}
theRunContext = &runContext{}
close(contextInitCh)
return nil
}
func End() {
theRunContext = nil
}
type Updater interface {
Update(updateCount int) error
}
func Update(u Updater) error {
<-contextInitCh
return theRunContext.update(u)
}
func (c *runContext) update(u Updater) error {
count := clock.Update()
if err := u.Update(count); err != nil {
return err
}
return nil
}