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Diffstat (limited to 'mwe/gameloop/src/timer.cpp')
-rw-r--r--mwe/gameloop/src/timer.cpp86
1 files changed, 48 insertions, 38 deletions
diff --git a/mwe/gameloop/src/timer.cpp b/mwe/gameloop/src/timer.cpp
index 61e144d..03fb9eb 100644
--- a/mwe/gameloop/src/timer.cpp
+++ b/mwe/gameloop/src/timer.cpp
@@ -1,58 +1,68 @@
#include "timer.h"
+LoopTimer::LoopTimer(){}
-// Constructor (private)
-LoopTimer::LoopTimer() {}
-
-// Get the singleton instance of the timer
-LoopTimer & LoopTimer::getInstance() {
- static LoopTimer instance;
- return instance;
+LoopTimer& LoopTimer::getInstance() {
+ static LoopTimer instance;
+ return instance;
}
-// Start the timer (initialize frame time)
void LoopTimer::start() {
- lastFrameTime = SDL_GetTicks64();
- elapsedTime = 0;
- elapsedFixedTime = 0;
- deltaTime = 0;
+ lastFrameTime = SDL_GetTicks64();
+ elapsedTime = 0;
+ elapsedFixedTime = 0;
+ deltaTime = 0;
}
-// Update the timer, calculate deltaTime
void LoopTimer::update() {
- uint64_t currentFrameTime = SDL_GetTicks64();
- deltaTime
- = (currentFrameTime - lastFrameTime) / 1000.0; // Convert to seconds
-
- if (deltaTime > maximumDeltaTime) {
- deltaTime = maximumDeltaTime;
- }
+ uint64_t currentFrameTime = SDL_GetTicks64();
+ deltaTime = (currentFrameTime - lastFrameTime) / 1000.0;
- elapsedTime += deltaTime;
- lastFrameTime = currentFrameTime;
+ if (deltaTime > maximumDeltaTime) {
+ deltaTime = maximumDeltaTime;
+ }
+ deltaTime *= gameScale;
+ elapsedTime += deltaTime;
+ lastFrameTime = currentFrameTime;
}
-double LoopTimer::getDeltaTime() const { return deltaTime; }
-int LoopTimer::getCurrentTime() const { return SDL_GetTicks(); }
+double LoopTimer::getDeltaTime() const {
+ return deltaTime;
+}
+int LoopTimer::getCurrentTime() const {
+ return SDL_GetTicks();
+}
-void LoopTimer::advanceFixedUpdate() { elapsedFixedTime += fixedDeltaTime; }
+void LoopTimer::advanceFixedUpdate() {
+ elapsedFixedTime += fixedDeltaTime;
+}
-double LoopTimer::getFixedDeltaTime() const { return fixedDeltaTime; }
+double LoopTimer::getFixedDeltaTime() const {
+ return fixedDeltaTime;
+}
void LoopTimer::setFPS(int FPS) {
- this->FPS = FPS;
- frameTargetTime = 1.0 / FPS;
+ this->FPS = FPS;
+ frameTargetTime = 1.0 / FPS;
}
-int LoopTimer::getFPS() const { return FPS; }
-
+int LoopTimer::getFPS() const {
+ return FPS;
+}
+void LoopTimer::setGameScale(double value){
+ gameScale = value;
+};
+double LoopTimer::getGameScale(){
+ return gameScale;
+}
void LoopTimer::enforceFrameRate() {
- uint64_t currentFrameTime = SDL_GetTicks64();
- double frameDuration = (currentFrameTime - lastFrameTime) / 1000.0;
+ uint64_t currentFrameTime = SDL_GetTicks64();
+ double frameDuration = (currentFrameTime - lastFrameTime) / 1000.0;
- if (frameDuration < frameTargetTime) {
- uint32_t delayTime
- = (uint32_t) ((frameTargetTime - frameDuration) * 1000.0);
- SDL_Delay(delayTime);
- }
+ if (frameDuration < frameTargetTime) {
+ uint32_t delayTime = (uint32_t)((frameTargetTime - frameDuration) * 1000.0);
+ SDL_Delay(delayTime);
+ }
+}
+double LoopTimer::getLag() const {
+ return elapsedTime - elapsedFixedTime;
}
-double LoopTimer::getLag() const { return elapsedTime - elapsedFixedTime; }