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authorLoek Le Blansch <loek@pipeframe.xyz>2024-12-13 18:17:07 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2024-12-13 18:17:07 +0100
commit1076fb0e44611c29257b87eaa2cf51ad5046f133 (patch)
treee66d54c588c24bc1a953cdeb0722ade2595b6023
parent1d1c256eea43a3d0685919ed2997e10990ef639f (diff)
parent8f20aac54aed1a060d59d5169276ef3ed33a8dc9 (diff)
merge master
-rw-r--r--src/crepe/manager/LoopTimerManager.cpp2
-rw-r--r--src/crepe/manager/LoopTimerManager.h8
-rw-r--r--src/crepe/system/AnimatorSystem.cpp5
-rw-r--r--src/test/LoopTimerTest.cpp18
4 files changed, 26 insertions, 7 deletions
diff --git a/src/crepe/manager/LoopTimerManager.cpp b/src/crepe/manager/LoopTimerManager.cpp
index a98a29d..e78f92f 100644
--- a/src/crepe/manager/LoopTimerManager.cpp
+++ b/src/crepe/manager/LoopTimerManager.cpp
@@ -31,7 +31,7 @@ void LoopTimerManager::update() {
this->delta_time = this->maximum_delta_time;
}
if (this->delta_time > 0s) {
- this->actual_fps = 1.0 / duration_cast<seconds>(this->delta_time).count();
+ this->actual_fps = static_cast<unsigned>(1.0 / this->delta_time.count());
} else {
this->actual_fps = 0;
}
diff --git a/src/crepe/manager/LoopTimerManager.h b/src/crepe/manager/LoopTimerManager.h
index 139294d..2f1e6b6 100644
--- a/src/crepe/manager/LoopTimerManager.h
+++ b/src/crepe/manager/LoopTimerManager.h
@@ -8,7 +8,7 @@ namespace crepe {
class Engine;
-typedef std::chrono::duration<double> duration_t;
+typedef std::chrono::duration<float> duration_t;
typedef std::chrono::duration<unsigned long long, std::micro> elapsed_time_t;
/**
@@ -57,7 +57,7 @@ public:
*
* \return Current FPS.
*/
- unsigned get_fps() const;
+ unsigned int get_fps() const;
/**
* \brief Get the current time scale.
@@ -151,9 +151,9 @@ private:
private:
//! Target frames per second.
- unsigned target_fps = 60;
+ unsigned int target_fps = 60;
//! Actual frames per second.
- unsigned actual_fps = 0;
+ unsigned int actual_fps = 0;
//! Time scale for speeding up or slowing down the game (0 = pause, < 1 = slow down, 1 = normal speed, > 1 = speed up).
float time_scale = 1;
//! Maximum delta time in seconds to avoid large jumps.
diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp
index ad4eaa8..e5ab2fa 100644
--- a/src/crepe/system/AnimatorSystem.cpp
+++ b/src/crepe/system/AnimatorSystem.cpp
@@ -1,20 +1,23 @@
#include "../api/Animator.h"
#include "../manager/ComponentManager.h"
#include "../manager/LoopTimerManager.h"
+#include <chrono>
#include "AnimatorSystem.h"
using namespace crepe;
+using namespace std::chrono;
void AnimatorSystem::frame_update() {
ComponentManager & mgr = this->mediator.component_manager;
LoopTimerManager & timer = this->mediator.loop_timer;
RefVector<Animator> animations = mgr.get_components_by_type<Animator>();
- unsigned long long elapsed_time = timer.get_elapsed_time().count();
+ float elapsed_time = duration_cast<duration<float>>(timer.get_elapsed_time()).count();
for (Animator & a : animations) {
if (!a.active) continue;
+ if (a.data.fps == 0) continue;
Animator::Data & ctx = a.data;
float frame_duration = 1.0f / ctx.fps;
diff --git a/src/test/LoopTimerTest.cpp b/src/test/LoopTimerTest.cpp
index d76bf45..7bd6305 100644
--- a/src/test/LoopTimerTest.cpp
+++ b/src/test/LoopTimerTest.cpp
@@ -30,7 +30,7 @@ TEST_F(LoopTimerTest, EnforcesTargetFrameRate) {
auto elapsed_ms = duration_cast<milliseconds>(elapsed_time).count();
// For 60 FPS, the target frame time is around 16.67ms
- ASSERT_NEAR(elapsed_ms, 16.7, 1);
+ ASSERT_NEAR(elapsed_ms, 16.7, 5);
}
TEST_F(LoopTimerTest, SetTargetFps) {
@@ -79,3 +79,19 @@ TEST_F(LoopTimerTest, DISABLED_getCurrentTime) {
ASSERT_NEAR(loop_timer.get_elapsed_time().count(), elapsed_time, 5);
}
+TEST_F(LoopTimerTest, getFPS) {
+ // Set the target FPS to 60 (which gives a target time per frame of ~16.67 ms)
+ loop_timer.set_target_framerate(60);
+
+ auto start_time = steady_clock::now();
+ loop_timer.enforce_frame_rate();
+
+ auto elapsed_time = steady_clock::now() - start_time;
+ loop_timer.update();
+ unsigned int fps = loop_timer.get_fps();
+ auto elapsed_ms = duration_cast<milliseconds>(elapsed_time).count();
+
+ // For 60 FPS, the target frame time is around 16.67ms
+ ASSERT_NEAR(elapsed_ms, 16.7, 1);
+ ASSERT_NEAR(fps, 60, 2);
+}