func Run(g GraphicsContext, width, height, scale int, 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 }
func (e *eventDispatcher) SetScreenScale(scale int) { ui.CurrentUI().SetScreenScale(scale) }
func (t touch) Position() (int, int) { // TODO: Is this OK to adjust the position here? return t.position.x / ui.CurrentUI().ScreenScale(), t.position.y / ui.CurrentUI().ScreenScale() }
func (e *eventDispatcher) SetScreenSize(width, height int) { ui.CurrentUI().SetScreenSize(width, height) }