diff options
author | JAROWMR <jarorutjes07@gmail.com> | 2024-12-12 14:51:06 +0100 |
---|---|---|
committer | JAROWMR <jarorutjes07@gmail.com> | 2024-12-12 14:51:06 +0100 |
commit | ef0235137fc931c09e7f6493c7df46d09c47008d (patch) | |
tree | 0bd859e3b15d7ca9e68017902ca91eac3c8b52d1 /src/crepe | |
parent | 4c64dbc5c4ac44ef7dfe8a950ee67f96e6f99991 (diff) |
removed merge file
Diffstat (limited to 'src/crepe')
-rw-r--r-- | src/crepe/api/LoopTimer.h | 145 |
1 files changed, 0 insertions, 145 deletions
diff --git a/src/crepe/api/LoopTimer.h b/src/crepe/api/LoopTimer.h deleted file mode 100644 index 8d0b2f9..0000000 --- a/src/crepe/api/LoopTimer.h +++ /dev/null @@ -1,145 +0,0 @@ -#pragma once - -#include <chrono> - -namespace crepe { - -class LoopTimer { -public: - /** - * \brief Get the singleton instance of LoopTimer. - * - * \return A reference to the LoopTimer 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; - - /** - * \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); - - /** - * \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; - -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 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(); - - /** - * \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 |