ebiten/internal/loop/run.go
2017-07-14 00:03:59 +09:00

192 lines
4.0 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"
"time"
"github.com/hajimehoshi/ebiten/audio"
"github.com/hajimehoshi/ebiten/internal/sync"
"github.com/hajimehoshi/ebiten/internal/ui"
)
func CurrentFPS() float64 {
return currentRunContext.getCurrentFPS()
}
type runContext struct {
running bool
fps int
currentFPS float64
runningSlowly bool
frames int64
framesForFPS int64
lastUpdated int64
lastFPSUpdated int64
lastAudioFrame 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.RLock()
defer c.m.RUnlock()
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
}
type GraphicsContext interface {
SetSize(width, height int, scale float64)
UpdateAndDraw(updateCount int) error
Invalidate()
}
type loopGraphicsContext struct {
runContext *runContext
graphicsContext GraphicsContext
}
func (g *loopGraphicsContext) SetSize(width, height int, scale float64) {
g.graphicsContext.SetSize(width, height, scale)
}
func (g *loopGraphicsContext) Update() error {
return g.runContext.render(g.graphicsContext)
}
func (g *loopGraphicsContext) Invalidate() {
g.graphicsContext.Invalidate()
}
func Run(g GraphicsContext, width, height int, scale float64, title string, fps int) (err error) {
if currentRunContext != nil {
return errors.New("loop: The game is already running")
}
currentRunContext = &runContext{
fps: fps,
}
currentRunContext.startRunning()
defer currentRunContext.endRunning()
n := now()
currentRunContext.lastUpdated = n
currentRunContext.lastFPSUpdated = n
lg := &loopGraphicsContext{currentRunContext, g}
if err := ui.Run(width, height, scale, title, lg); err != nil {
if _, ok := err.(*ui.RegularTermination); ok {
return nil
}
return err
}
return nil
}
func (c *runContext) updateCount(now int64) int {
count := 0
sync := false
t := now - c.lastUpdated
if t < 0 {
return 0
}
if audio.CurrentContext() != nil && c.lastAudioFrame != audio.CurrentContext().Frame() {
sync = true
f := audio.CurrentContext().Frame()
if c.frames < f {
count = int(f - c.frames)
}
c.lastAudioFrame = f
} else {
count = int(t * int64(c.fps) / int64(time.Second))
}
// Stabilize FPS.
if count == 0 && (int64(time.Second)/int64(c.fps)/2) < t {
count = 1
}
if count == 2 && (int64(time.Second)/int64(c.fps)*3/2) > t {
count = 1
}
if count > 3 {
count = 3
}
if sync {
c.lastUpdated = now
} else {
c.lastUpdated += int64(count) * int64(time.Second) / int64(c.fps)
}
c.frames += int64(count)
return count
}
func (c *runContext) render(g GraphicsContext) error {
n := now()
if audio.CurrentContext() != nil {
audio.CurrentContext().Ping()
}
count := c.updateCount(n)
if err := g.UpdateAndDraw(count); err != nil {
return err
}
c.framesForFPS++
// Calc the current FPS.
if time.Second > time.Duration(n-c.lastFPSUpdated) {
return nil
}
currentFPS := float64(c.framesForFPS) * float64(time.Second) / float64(n-c.lastFPSUpdated)
c.updateFPS(currentFPS)
c.lastFPSUpdated = n
c.framesForFPS = 0
return nil
}