diff options
| -rw-r--r-- | src/crepe/api/LoopManager.cpp | 12 | ||||
| -rw-r--r-- | src/crepe/api/LoopManager.h | 5 | ||||
| -rw-r--r-- | src/crepe/api/LoopTimer.cpp | 27 | ||||
| -rw-r--r-- | src/crepe/api/LoopTimer.h | 6 | ||||
| -rw-r--r-- | src/test/LoopManagerTest.cpp | 46 | ||||
| -rw-r--r-- | src/test/LoopTimerTest.cpp | 87 | 
6 files changed, 87 insertions, 96 deletions
| diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp index 040cb93..5879d79 100644 --- a/src/crepe/api/LoopManager.cpp +++ b/src/crepe/api/LoopManager.cpp @@ -1,12 +1,12 @@  #include "../facade/SDLContext.h" +#include "../manager/EventManager.h"  #include "../system/AnimatorSystem.h"  #include "../system/CollisionSystem.h"  #include "../system/ParticleSystem.h"  #include "../system/PhysicsSystem.h"  #include "../system/RenderSystem.h"  #include "../system/ScriptSystem.h" -#include "../manager/EventManager.h"  #include "LoopManager.h" @@ -20,9 +20,8 @@ LoopManager::LoopManager() {  	this->load_system<PhysicsSystem>();  	this->load_system<RenderSystem>();  	this->load_system<ScriptSystem>(); -	EventManager::get_instance().subscribe<ShutDownEvent>([this](const ShutDownEvent& event) { -    	return this->on_shutdown(event); -	}); +	EventManager::get_instance().subscribe<ShutDownEvent>( +		[this](const ShutDownEvent & event) { return this->on_shutdown(event); });  	this->loop_timer = make_unique<LoopTimer>();  	this->mediator.loop_timer = *loop_timer;  } @@ -41,7 +40,7 @@ void LoopManager::loop() {  	while (game_running) {  		this->loop_timer->update(); -		 +  		while (this->loop_timer->get_lag() >= this->loop_timer->get_fixed_delta_time()) {  			this->process_input();  			this->fixed_update(); @@ -55,7 +54,6 @@ void LoopManager::loop() {  }  void LoopManager::setup() { -	  	this->game_running = true;  	this->loop_timer->start(); @@ -67,7 +65,7 @@ void LoopManager::render() {  	this->get_system<RenderSystem>().update();  } -bool LoopManager::on_shutdown(const ShutDownEvent & e){ +bool LoopManager::on_shutdown(const ShutDownEvent & e) {  	this->game_running = false;  	return false;  } diff --git a/src/crepe/api/LoopManager.h b/src/crepe/api/LoopManager.h index c50f5aa..6a212eb 100644 --- a/src/crepe/api/LoopManager.h +++ b/src/crepe/api/LoopManager.h @@ -5,10 +5,8 @@  #include "../facade/SDLContext.h"  #include "../manager/ComponentManager.h"  #include "../manager/SceneManager.h" -#include "../manager/SceneManager.h"  #include "../system/System.h" -  #include "api/Event.h"  #include "api/LoopTimer.h" @@ -28,7 +26,6 @@ public:  	 * Developers need to call this function to run the game.  	 */  	void start(); -	  	/**  	 * \brief Add a new concrete scene to the scene manager @@ -101,8 +98,8 @@ private:  	SDLContext & sdl_context = SDLContext::get_instance();  	//! loop timer instance  	std::unique_ptr<LoopTimer> loop_timer; +  private: -	  	/**  	 * \brief Callback function for ShutDownEvent  	 * diff --git a/src/crepe/api/LoopTimer.cpp b/src/crepe/api/LoopTimer.cpp index eedb5ee..8fb7ce8 100644 --- a/src/crepe/api/LoopTimer.cpp +++ b/src/crepe/api/LoopTimer.cpp @@ -10,13 +10,13 @@ using namespace crepe;  LoopTimer::LoopTimer() { dbg_trace(); } -  void LoopTimer::start() {  	this->last_frame_time = std::chrono::steady_clock::now(); -	 +  	this->elapsed_time = std::chrono::milliseconds(0);  	// by starting the elapsed_fixed_time at (0 - fixed_delta_time) in milliseconds it calls a fixed update at the start of the loop. -	this->elapsed_fixed_time = -std::chrono::duration_cast<std::chrono::milliseconds>(fixed_delta_time); +	this->elapsed_fixed_time +		= -std::chrono::duration_cast<std::chrono::milliseconds>(fixed_delta_time);  	this->delta_time = std::chrono::milliseconds(0);  } @@ -30,7 +30,7 @@ void LoopTimer::update() {  		this->delta_time = this->maximum_delta_time;  	}  	this->actual_fps = 1.0 / this->delta_time.count(); -	 +  	this->delta_time *= this->game_scale;  	this->elapsed_time += this->delta_time;  	this->last_frame_time = current_frame_time; @@ -56,17 +56,18 @@ 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() { -    auto current_frame_time = std::chrono::steady_clock::now(); -    auto frame_duration = current_frame_time - this->last_frame_time; +	auto current_frame_time = std::chrono::steady_clock::now(); +	auto frame_duration = current_frame_time - this->last_frame_time; -    // Check if frame duration is less than the target frame time -    if (frame_duration < this->frame_target_time) { -        auto delay_time = std::chrono::duration_cast<std::chrono::microseconds>(this->frame_target_time - frame_duration); +	// Check if frame duration is less than the target frame time +	if (frame_duration < this->frame_target_time) { +		auto delay_time = std::chrono::duration_cast<std::chrono::microseconds>( +			this->frame_target_time - frame_duration); -        if (delay_time.count() > 0) { -            std::this_thread::sleep_for(delay_time); -        } -    } +		if (delay_time.count() > 0) { +			std::this_thread::sleep_for(delay_time); +		} +	}  }  double LoopTimer::get_lag() const { diff --git a/src/crepe/api/LoopTimer.h b/src/crepe/api/LoopTimer.h index e348628..c4294d7 100644 --- a/src/crepe/api/LoopTimer.h +++ b/src/crepe/api/LoopTimer.h @@ -90,8 +90,6 @@ private:  	 */  	double get_lag() const; -	 -  	/**  	 * \brief Update the timer to the current frame.  	 * @@ -120,7 +118,8 @@ private:  	//! 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) / target_fps; +	std::chrono::duration<double> frame_target_time +		= std::chrono::duration<double>(1.0) / target_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 @@ -129,7 +128,6 @@ private:  	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 diff --git a/src/test/LoopManagerTest.cpp b/src/test/LoopManagerTest.cpp index 7937649..5897906 100644 --- a/src/test/LoopManagerTest.cpp +++ b/src/test/LoopManagerTest.cpp @@ -1,43 +1,45 @@ -#include <gtest/gtest.h>  #include <chrono> +#include <gtest/gtest.h>  #include <thread>  #define private public  #define protected public -#include "api/LoopTimer.h"  #include "api/LoopManager.h" +#include "api/LoopTimer.h"  using namespace std::chrono;  using namespace crepe;  class LoopManagerTest : public ::testing::Test {  protected: -    LoopManager loop_manager; +	LoopManager loop_manager; -    void SetUp() override { -        // Setting up loop manager and start the loop -        loop_manager.loop_timer->set_target_fps(60); -    } +	void SetUp() override { +		// Setting up loop manager and start the loop +		loop_manager.loop_timer->set_target_fps(60); +	}  };  //Test to check if exactly 5 fixed updates are done every second (50Hz)  TEST_F(LoopManagerTest, FixedUpdate) { -	loop_manager.loop_timer->fixed_delta_time = std::chrono::milliseconds(20);  +	loop_manager.loop_timer->fixed_delta_time = std::chrono::milliseconds(20);  	loop_manager.loop_timer->set_target_fps(50); -    int fixed_update_count = 0; +	int fixed_update_count = 0;  	loop_manager.loop_timer->start(); -    // We want to simulate the game loop for about 1 second -    auto start_time = steady_clock::now(); +	// We want to simulate the game loop for about 1 second +	auto start_time = steady_clock::now(); -    // Simulate the game loop for 1 second -    while (duration_cast<milliseconds>(steady_clock::now() - start_time) < std::chrono::milliseconds(1000)) { +	// Simulate the game loop for 1 second +	while (duration_cast<milliseconds>(steady_clock::now() - start_time) +		   < std::chrono::milliseconds(1000)) {  		loop_manager.loop_timer->update(); -        // Simulate processing fixed updates while there's lag to advance -        while (loop_manager.loop_timer->get_lag() >= loop_manager.loop_timer->get_fixed_delta_time()) { -            fixed_update_count++; -            loop_manager.loop_timer->advance_fixed_update(); -        } -         -        loop_manager.loop_timer->enforce_frame_rate(); -    } -    ASSERT_EQ(fixed_update_count, 50); +		// Simulate processing fixed updates while there's lag to advance +		while (loop_manager.loop_timer->get_lag() +			   >= loop_manager.loop_timer->get_fixed_delta_time()) { +			fixed_update_count++; +			loop_manager.loop_timer->advance_fixed_update(); +		} + +		loop_manager.loop_timer->enforce_frame_rate(); +	} +	ASSERT_EQ(fixed_update_count, 50);  } diff --git a/src/test/LoopTimerTest.cpp b/src/test/LoopTimerTest.cpp index 6e3f118..9068c72 100644 --- a/src/test/LoopTimerTest.cpp +++ b/src/test/LoopTimerTest.cpp @@ -1,5 +1,5 @@ -#include <gtest/gtest.h>  #include <chrono> +#include <gtest/gtest.h>  #include <thread>  #define private public  #define protected public @@ -10,72 +10,67 @@ using namespace crepe;  class LoopTimerTest : public ::testing::Test {  protected: -    LoopTimer loop_timer; +	LoopTimer loop_timer; -    void SetUp() override { -        loop_timer.start();  -    } +	void SetUp() override { loop_timer.start(); }  };  TEST_F(LoopTimerTest, EnforcesTargetFrameRate) { -    // Set the target FPS to 60 (which gives a target time per frame of ~16.67 ms) -    loop_timer.set_target_fps(60); +	// Set the target FPS to 60 (which gives a target time per frame of ~16.67 ms) +	loop_timer.set_target_fps(60); -    auto start_time = steady_clock::now(); -    loop_timer.enforce_frame_rate(); +	auto start_time = steady_clock::now(); +	loop_timer.enforce_frame_rate(); -    auto elapsed_time = steady_clock::now() - start_time; -    auto elapsed_ms = duration_cast<milliseconds>(elapsed_time).count(); +	auto elapsed_time = steady_clock::now() - start_time; +	auto elapsed_ms = duration_cast<milliseconds>(elapsed_time).count(); -    // For 60 FPS, the target frame time is around 16.67ms -    ASSERT_GE(elapsed_ms, 16);  // Make sure it's at least 16 ms (could be slightly more) -    ASSERT_LE(elapsed_ms, 18);  // Ensure it's not too much longer +	// For 60 FPS, the target frame time is around 16.67ms +	ASSERT_GE(elapsed_ms, 16); // Make sure it's at least 16 ms (could be slightly more) +	ASSERT_LE(elapsed_ms, 18); // Ensure it's not too much longer  }  TEST_F(LoopTimerTest, SetTargetFps) { -    // Set the target FPS to 120 -    loop_timer.set_target_fps(120); -     -    // Calculate the expected frame time (~8.33ms per frame) -    auto expected_frame_time = std::chrono::duration<double>(1.0 / 120.0); +	// Set the target FPS to 120 +	loop_timer.set_target_fps(120); -    ASSERT_NEAR(loop_timer.frame_target_time.count(), expected_frame_time.count(), 0.001); +	// Calculate the expected frame time (~8.33ms per frame) +	auto expected_frame_time = std::chrono::duration<double>(1.0 / 120.0); + +	ASSERT_NEAR(loop_timer.frame_target_time.count(), expected_frame_time.count(), 0.001);  }  TEST_F(LoopTimerTest, DeltaTimeCalculation) { -    // Set the target FPS to 60 (16.67 ms per frame) -    loop_timer.set_target_fps(60); +	// Set the target FPS to 60 (16.67 ms per frame) +	loop_timer.set_target_fps(60); + +	auto start_time = steady_clock::now(); +	loop_timer.update(); +	auto end_time = steady_clock::now(); -    auto start_time = steady_clock::now(); -    loop_timer.update(); -    auto end_time = steady_clock::now(); +	// Check the delta time +	double delta_time = loop_timer.get_delta_time(); -    // Check the delta time -    double delta_time = loop_timer.get_delta_time(); +	auto elapsed_time = duration_cast<milliseconds>(end_time - start_time).count(); -    auto elapsed_time = duration_cast<milliseconds>(end_time - start_time).count(); -     -    // Assert that delta_time is close to the elapsed time -    ASSERT_GE(delta_time, elapsed_time / 1000.0); -    ASSERT_LE(delta_time, (elapsed_time + 2) / 1000.0); +	// Assert that delta_time is close to the elapsed time +	ASSERT_GE(delta_time, elapsed_time / 1000.0); +	ASSERT_LE(delta_time, (elapsed_time + 2) / 1000.0);  }  TEST_F(LoopTimerTest, getCurrentTime) { -    // Set the target FPS to 60 (16.67 ms per frame) -    loop_timer.set_target_fps(60); +	// Set the target FPS to 60 (16.67 ms per frame) +	loop_timer.set_target_fps(60); -    auto start_time = steady_clock::now(); +	auto start_time = steady_clock::now(); -    // Sleep for 500 milliseconds -    std::this_thread::sleep_for(std::chrono::milliseconds(100)); +	// Sleep for 500 milliseconds +	std::this_thread::sleep_for(std::chrono::milliseconds(100)); -    loop_timer.update(); +	loop_timer.update(); -    auto end_time = steady_clock::now(); +	auto end_time = steady_clock::now(); -    // Get the elapsed time in seconds as a double -    auto elapsed_time = duration_cast<std::chrono::duration<double>>(end_time - start_time).count(); +	// Get the elapsed time in seconds as a double +	auto elapsed_time +		= duration_cast<std::chrono::duration<double>>(end_time - start_time).count(); -    ASSERT_NEAR(loop_timer.get_current_time(), elapsed_time, 0.001); - -	 +	ASSERT_NEAR(loop_timer.get_current_time(), elapsed_time, 0.001);  } - - |