diff options
author | Wboerenkamps <wrj.boerenkamps@student.avans.nl> | 2024-12-11 19:40:58 +0100 |
---|---|---|
committer | GitHub <noreply@github.com> | 2024-12-11 19:40:58 +0100 |
commit | 59954bfc14cdb32997a3fb09e6ee1b393a4dc027 (patch) | |
tree | f1da5eeb955bc44fd4cf3bb22bcaf989116f0ef8 /src/crepe/api/LoopTimer.h | |
parent | 30c17c98e54c1534664de08ca3838c40c859d166 (diff) | |
parent | a464096dfff2ee4605e77852020e6a5c0fa5aa58 (diff) |
Merge pull request #63 from lonkaars/wouter/gameloop
gameloop improvements + Singelton removal
Diffstat (limited to 'src/crepe/api/LoopTimer.h')
-rw-r--r-- | src/crepe/api/LoopTimer.h | 138 |
1 files changed, 0 insertions, 138 deletions
diff --git a/src/crepe/api/LoopTimer.h b/src/crepe/api/LoopTimer.h deleted file mode 100644 index 0a73a4c..0000000 --- a/src/crepe/api/LoopTimer.h +++ /dev/null @@ -1,138 +0,0 @@ -#pragma once - -#include "manager/Manager.h" -#include <chrono> - -namespace crepe { - -class LoopTimer : public Manager { -public: - /** - * \brief Get the current delta time for the current frame. - * - * \return Delta time in seconds since the last frame. - */ - double get_delta_time() const; - - /** - * \brief Get the current game time. - * - * \note The current game time may vary from real-world elapsed time. It is the cumulative - * sum of each frame's delta time. - * - * \return Elapsed game time in seconds. - */ - 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); - - /** - * \brief Get the current frames per second (FPS). - * - * \return Current FPS. - */ - 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; - - /** - * \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); - -private: - friend class LoopManager; - - /** - * \brief Start the loop timer. - * - * Initializes the timer to begin tracking frame times. - */ - 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(); - - /** - * \brief Get the fixed delta time for consistent updates. - * - * Fixed delta time is used for operations that require uniform time steps, such as physics - * calculations. - * - * \return Fixed delta time in seconds. - */ - 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 actual frame time, - * useful for managing fixed update intervals. - * - * \return Accumulated lag in seconds. - */ - double get_lag() const; - - /** - * \brief Construct a new LoopTimer object. - * - * Private constructor for singleton pattern to restrict instantiation outside the class. - */ - LoopTimer(Mediator & mediator); - - /** - * \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(); - - /** - * \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(); - -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::duration<double>(1.0) / fps; - //! Fixed delta time for fixed updates in seconds - std::chrono::duration<double> fixed_delta_time = std::chrono::duration<double>(1.0) / 50.0; - //! 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 |