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authorWBoerenkamps <wrj.boerenkamps@student.avans.nl>2024-11-11 20:28:29 +0100
committerWBoerenkamps <wrj.boerenkamps@student.avans.nl>2024-11-11 20:28:29 +0100
commit4f5597885ce6af93ca4655c193982aa701afb8cf (patch)
treee04eee92f30213aa9901b1ba6a5792de3c6ba0e5 /src/crepe/api/LoopTimer.h
parent149b3b5dbc8b18a142bf35869e54ab05e8f26d54 (diff)
git format
Diffstat (limited to 'src/crepe/api/LoopTimer.h')
-rw-r--r--src/crepe/api/LoopTimer.h100
1 files changed, 51 insertions, 49 deletions
diff --git a/src/crepe/api/LoopTimer.h b/src/crepe/api/LoopTimer.h
index ec48e4a..85687be 100644
--- a/src/crepe/api/LoopTimer.h
+++ b/src/crepe/api/LoopTimer.h
@@ -1,27 +1,27 @@
- #pragma once
+#pragma once
-#include <cstdint>
#include <chrono>
+#include <cstdint>
namespace crepe {
class LoopTimer {
public:
- /**
+ /**
* \brief Get the singleton instance of LoopTimer.
*
* \return A reference to the LoopTimer instance.
*/
- static LoopTimer& get_instance();
+ static LoopTimer & get_instance();
- /**
+ /**
* \brief Get the current delta time for the current frame.
*
* \return Delta time in seconds since the last frame.
*/
- double get_delta_time() const;
+ double get_delta_time() const;
- /**
+ /**
* \brief Get the current game time.
*
* \note The current game time may vary from real-world elapsed time.
@@ -29,55 +29,55 @@ public:
*
* \return Elapsed game time in seconds.
*/
- double get_current_time() const;
+ double get_current_time() const;
- /**
+ /**
* \brief Set the target frames per second (FPS).
*
* \param fps The desired frames rendered per second.
*/
- void set_fps(int fps);
+ void set_fps(int fps);
- /**
+ /**
* \brief Get the current frames per second (FPS).
*
* \return Current FPS.
*/
- int get_fps() const;
+ int get_fps() const;
- /**
+ /**
* \brief Get the current game scale.
*
* \return The current game scale, where 0 = paused, 1 = normal speed, and values > 1 speed up the game.
*/
- double get_game_scale() const;
+ double get_game_scale() const;
- /**
+ /**
* \brief Set the game scale.
*
* \param game_scale The desired game scale (0 = pause, 1 = normal speed, > 1 = speed up).
*/
- void set_game_scale(double game_scale);
+ void set_game_scale(double game_scale);
private:
- friend class LoopManager;
+ friend class LoopManager;
- /**
+ /**
* \brief Start the loop timer.
*
* Initializes the timer to begin tracking frame times.
*/
- void start();
+ void start();
- /**
+ /**
* \brief Enforce the frame rate limit.
*
* Ensures that the game loop does not exceed the target FPS by delaying
* frame updates as necessary.
*/
- void enforce_frame_rate();
+ void enforce_frame_rate();
- /**
+ /**
* \brief Get the fixed delta time for consistent updates.
*
* Fixed delta time is used for operations that require uniform time steps,
@@ -85,9 +85,9 @@ private:
*
* \return Fixed delta time in seconds.
*/
- double get_fixed_delta_time() const;
+ double get_fixed_delta_time() const;
- /**
+ /**
* \brief Get the accumulated lag in the game loop.
*
* Lag represents the difference between the target frame time and the
@@ -95,51 +95,53 @@ private:
*
* \return Accumulated lag in seconds.
*/
- double get_lag() const;
+ double get_lag() const;
- /**
+ /**
* \brief Construct a new LoopTimer object.
*
* Private constructor for singleton pattern to restrict instantiation
* outside the class.
*/
- LoopTimer();
+ LoopTimer();
- /**
+ /**
* \brief Update the timer to the current frame.
*
* Calculates and updates the delta time for the current frame and adds it to
* the cumulative game time.
*/
- void update();
+ void update();
- /**
+ /**
* \brief Advance the game loop by a fixed update interval.
*
* This method progresses the game state by a consistent, fixed time step,
* allowing for stable updates independent of frame rate fluctuations.
*/
- void advance_fixed_update();
+ void advance_fixed_update();
private:
- //! Current frames per second
- int fps = 50;
- //! Current game scale
- double game_scale = 1;
- //! Maximum delta time in seconds to avoid large jumps
- std::chrono::duration<double> maximum_delta_time{0.25};
- //! Delta time for the current frame in seconds
- std::chrono::duration<double> delta_time{0.0};
- //! Target time per frame in seconds
- std::chrono::duration<double> frame_target_time = std::chrono::seconds(1) / fps;
- //! Fixed delta time for fixed updates in seconds
- std::chrono::duration<double> fixed_delta_time = std::chrono::seconds(1) / 50;
- //! Total elapsed game time in seconds
- std::chrono::duration<double> elapsed_time{0.0};
- //! Total elapsed time for fixed updates in seconds
- std::chrono::duration<double> elapsed_fixed_time{0.0};
- //! Time of the last frame
- std::chrono::steady_clock::time_point last_frame_time;
+ //! Current frames per second
+ int fps = 50;
+ //! Current game scale
+ double game_scale = 1;
+ //! Maximum delta time in seconds to avoid large jumps
+ std::chrono::duration<double> maximum_delta_time{0.25};
+ //! Delta time for the current frame in seconds
+ std::chrono::duration<double> delta_time{0.0};
+ //! Target time per frame in seconds
+ std::chrono::duration<double> frame_target_time
+ = std::chrono::seconds(1) / fps;
+ //! Fixed delta time for fixed updates in seconds
+ std::chrono::duration<double> fixed_delta_time
+ = std::chrono::seconds(1) / 50;
+ //! Total elapsed game time in seconds
+ std::chrono::duration<double> elapsed_time{0.0};
+ //! Total elapsed time for fixed updates in seconds
+ std::chrono::duration<double> elapsed_fixed_time{0.0};
+ //! Time of the last frame
+ std::chrono::steady_clock::time_point last_frame_time;
};
} // namespace crepe