diff options
Diffstat (limited to 'src/crepe/api/LoopTimer.cpp')
-rw-r--r-- | src/crepe/api/LoopTimer.cpp | 45 |
1 files changed, 20 insertions, 25 deletions
diff --git a/src/crepe/api/LoopTimer.cpp b/src/crepe/api/LoopTimer.cpp index 15a0e3a..07f0f75 100644 --- a/src/crepe/api/LoopTimer.cpp +++ b/src/crepe/api/LoopTimer.cpp @@ -1,4 +1,5 @@ #include <chrono> +#include <thread> #include "../facade/SDLContext.h" #include "../util/Log.h" @@ -9,15 +10,13 @@ using namespace crepe; LoopTimer::LoopTimer() { dbg_trace(); } -LoopTimer & LoopTimer::get_instance() { - static LoopTimer instance; - return instance; -} void LoopTimer::start() { this->last_frame_time = std::chrono::steady_clock::now(); + this->elapsed_time = std::chrono::milliseconds(0); - this->elapsed_fixed_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->delta_time = std::chrono::milliseconds(0); } @@ -30,7 +29,8 @@ void LoopTimer::update() { if (this->delta_time > this->maximum_delta_time) { 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; @@ -44,34 +44,29 @@ void LoopTimer::advance_fixed_update() { this->elapsed_fixed_time += this->fixed double LoopTimer::get_fixed_delta_time() const { return this->fixed_delta_time.count(); } -void LoopTimer::set_fps(int fps) { - this->fps = fps; +void LoopTimer::set_target_fps(int fps) { + this->target_fps = fps; // target time per frame in seconds - this->frame_target_time = std::chrono::duration<double>(1.0) / fps; + this->frame_target_time = std::chrono::duration<double>(1.0) / target_fps; } -int LoopTimer::get_fps() const { return this->fps; } +int LoopTimer::get_fps() const { return this->actual_fps; } 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() { - std::chrono::steady_clock::time_point current_frame_time - = std::chrono::steady_clock::now(); - std::chrono::milliseconds frame_duration - = std::chrono::duration_cast<std::chrono::milliseconds>(current_frame_time - - this->last_frame_time); - - if (frame_duration < this->frame_target_time) { - std::chrono::milliseconds delay_time - = std::chrono::duration_cast<std::chrono::milliseconds>(this->frame_target_time - - frame_duration); - if (delay_time.count() > 0) { - SDLContext::get_instance().delay(delay_time.count()); - } - } + auto current_frame_time = std::chrono::steady_clock::now(); + auto frame_duration = current_frame_time - this->last_frame_time; - this->last_frame_time = current_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); + + if (delay_time.count() > 0) { + std::this_thread::sleep_for(delay_time); + } + } } double LoopTimer::get_lag() const { |