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Diffstat (limited to 'src/crepe/api/LoopTimer.cpp')
-rw-r--r--src/crepe/api/LoopTimer.cpp45
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 {