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Copy pathruntime_screen_refresh.go
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52 lines (46 loc) · 1.7 KB
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/*
* Copyright (c) 2021 The XGo Authors (xgo.dev). All rights reserved.
*
* 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 spx
import "github.com/goplus/spx/v3/internal/engine"
// IsRunWithoutScreenRefresh reports whether the current coroutine is in
// Scratch-style "run without screen refresh" mode.
func IsRunWithoutScreenRefresh() bool {
return engine.IsRunWithoutScreenRefresh()
}
// SetRunWithoutScreenRefresh enables or disables Scratch-style
// "run without screen refresh" mode for the current coroutine.
//
// Prefer Warp for scoped execution.
//
// It returns the previous value so callers can restore nested state with:
// `prev := spx.SetRunWithoutScreenRefresh(true); defer spx.SetRunWithoutScreenRefresh(prev)`.
func SetRunWithoutScreenRefresh(enabled bool) (previous bool) {
return engine.SetRunWithoutScreenRefresh(enabled)
}
// Warp runs call in Scratch-style "run without screen refresh" mode and
// restores the previous mode when call returns. It can be used as an XGo
// decorator:
//
// @warp
// func Update() { ... }
func Warp(call func()) {
engine.RunWithoutScreenRefresh(call)
}
func waitNextFrameForControlFlow() {
if engine.ShouldWaitNextFrame() {
engine.WaitNextFrame()
}
}