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-rw-r--r--mwe/gameloop/src/timer.cpp68
1 files changed, 68 insertions, 0 deletions
diff --git a/mwe/gameloop/src/timer.cpp b/mwe/gameloop/src/timer.cpp
new file mode 100644
index 0000000..1e3045f
--- /dev/null
+++ b/mwe/gameloop/src/timer.cpp
@@ -0,0 +1,68 @@
+#include "timer.h"
+
+// Constructor (private)
+LoopTimer::LoopTimer(){}
+
+// Get the singleton instance of the timer
+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;
+}
+
+// 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;
+ }
+
+ elapsedTime += deltaTime;
+ lastFrameTime = currentFrameTime;
+}
+
+double LoopTimer::getDeltaTime() const {
+ return deltaTime;
+}
+int LoopTimer::getCurrentTime() const {
+ return SDL_GetTicks();
+}
+
+void LoopTimer::advanceFixedUpdate() {
+ elapsedFixedTime += fixedDeltaTime;
+}
+
+double LoopTimer::getFixedDeltaTime() const {
+ return fixedDeltaTime;
+}
+
+void LoopTimer::setFPS(int FPS) {
+ this->FPS = FPS;
+ frameTargetTime = 1.0 / FPS;
+}
+
+int LoopTimer::getFPS() const {
+ return FPS;
+}
+
+void LoopTimer::enforceFrameRate() {
+ 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);
+ }
+}
+double LoopTimer::getLag() const {
+ return elapsedTime - elapsedFixedTime;
+}