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authorWBoerenkamps <wrj.boerenkamps@student.avans.nl>2024-11-11 18:16:28 +0100
committerWBoerenkamps <wrj.boerenkamps@student.avans.nl>2024-11-11 18:16:28 +0100
commit31a6448f8c97934dd9974758d9b5049650040bc7 (patch)
treeda09754fb30e287a6fc166c564baa3e96c53049d /src/crepe/api/LoopTimer.cpp
parent30c1eeeb9f1ca5a643a30edb4e7010f8a60bdd30 (diff)
changed seconds into ms
Diffstat (limited to 'src/crepe/api/LoopTimer.cpp')
-rw-r--r--src/crepe/api/LoopTimer.cpp27
1 files changed, 9 insertions, 18 deletions
diff --git a/src/crepe/api/LoopTimer.cpp b/src/crepe/api/LoopTimer.cpp
index f4be510..dd4d7e5 100644
--- a/src/crepe/api/LoopTimer.cpp
+++ b/src/crepe/api/LoopTimer.cpp
@@ -1,18 +1,14 @@
-
#include "../facade/SDLContext.h"
#include "../util/log.h"
-
#include "LoopTimer.h"
-#define MS_PER_SECOND 1000.0
-
using namespace crepe;
LoopTimer::LoopTimer() {
- dbg_trace();
+ dbg_trace();
}
-LoopTimer & LoopTimer::get_instance() {
+LoopTimer& LoopTimer::get_instance() {
static LoopTimer instance;
return instance;
}
@@ -26,41 +22,36 @@ void LoopTimer::start() {
void LoopTimer::update() {
uint64_t current_frame_time = SDLContext::get_instance().get_ticks();
- this->delta_time = (current_frame_time - last_frame_time) / MS_PER_SECOND;
+ this->delta_time = (current_frame_time - last_frame_time);
if (this->delta_time > this->maximum_delta_time) {
this->delta_time = this->maximum_delta_time;
}
- this->delta_time = this->game_scale;
+ this->delta_time *= this->game_scale;
this->elapsed_time += this->delta_time;
this->last_frame_time = current_frame_time;
}
double LoopTimer::get_delta_time() const { return this->delta_time; }
-
-int LoopTimer::get_current_time() const { return this->elapsed_time; }
-
+double LoopTimer::get_current_time() const { return this->elapsed_time; }
void LoopTimer::advance_fixed_update() { this->elapsed_fixed_time += this->fixed_delta_time; }
-
double LoopTimer::get_fixed_delta_time() const { return this->fixed_delta_time; }
void LoopTimer::set_fps(int fps) {
this->fps = fps;
- this->frame_target_time = 1.0 / this->fps;
+ this->frame_target_time = 1000.0 / this->fps;
}
int LoopTimer::get_fps() const { return this->fps; }
-
-void LoopTimer::set_game_scale(double value) { this->game_scale = value; };
-
+void LoopTimer::set_game_scale(double value) { this->game_scale = value; }
double LoopTimer::get_game_scale() const { return this->game_scale; }
void LoopTimer::enforce_frame_rate() {
uint64_t current_frame_time = SDLContext::get_instance().get_ticks();
- double frame_duration = (current_frame_time - this->last_frame_time) / MS_PER_SECOND;
+ double frame_duration = (current_frame_time - this->last_frame_time);
if (frame_duration < this->frame_target_time) {
- uint32_t delay_time = static_cast<uint32_t>((this->frame_target_time - frame_duration) * MS_PER_SECOND);
+ uint32_t delay_time = static_cast<uint32_t>(this->frame_target_time - frame_duration);
SDLContext::get_instance().delay(delay_time);
}