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Diffstat (limited to 'src/crepe/api/LoopTimer.cpp')
-rw-r--r--src/crepe/api/LoopTimer.cpp53
1 files changed, 30 insertions, 23 deletions
diff --git a/src/crepe/api/LoopTimer.cpp b/src/crepe/api/LoopTimer.cpp
index aaba8b3..f4be510 100644
--- a/src/crepe/api/LoopTimer.cpp
+++ b/src/crepe/api/LoopTimer.cpp
@@ -4,6 +4,8 @@
#include "LoopTimer.h"
+#define MS_PER_SECOND 1000.0
+
using namespace crepe;
LoopTimer::LoopTimer() {
@@ -16,48 +18,53 @@ LoopTimer & LoopTimer::get_instance() {
}
void LoopTimer::start() {
- last_frame_time = SDLContext::get_instance().get_ticks();
- elapsed_time = 0;
- elapsed_fixed_time = 0;
- delta_time = 0;
+ this->last_frame_time = SDLContext::get_instance().get_ticks();
+ this->elapsed_time = 0;
+ this->elapsed_fixed_time = 0;
+ this->delta_time = 0;
}
void LoopTimer::update() {
uint64_t current_frame_time = SDLContext::get_instance().get_ticks();
- delta_time = (current_frame_time - last_frame_time) / 1000.0;
+ this->delta_time = (current_frame_time - last_frame_time) / MS_PER_SECOND;
- if (delta_time > maximum_delta_time) {
- delta_time = maximum_delta_time;
+ if (this->delta_time > this->maximum_delta_time) {
+ this->delta_time = this->maximum_delta_time;
}
- delta_time = game_scale;
- elapsed_time += delta_time;
- last_frame_time = current_frame_time;
+ this->delta_time = this->game_scale;
+ this->elapsed_time += this->delta_time;
+ this->last_frame_time = current_frame_time;
}
-double LoopTimer::get_delta_time() const { return delta_time; }
-int LoopTimer::get_current_time() const { return elapsed_time; }
+double LoopTimer::get_delta_time() const { return this->delta_time; }
+
+int LoopTimer::get_current_time() const { return this->elapsed_time; }
-void LoopTimer::advance_fixed_update() { elapsed_fixed_time += fixed_delta_time; }
+void LoopTimer::advance_fixed_update() { this->elapsed_fixed_time += this->fixed_delta_time; }
-double LoopTimer::get_fixed_delta_time() const { return fixed_delta_time; }
+double LoopTimer::get_fixed_delta_time() const { return this->fixed_delta_time; }
void LoopTimer::set_fps(int fps) {
this->fps = fps;
- frame_target_time = 1.0 / fps;
+ this->frame_target_time = 1.0 / this->fps;
}
-int LoopTimer::get_fps() const { return fps; }
-void LoopTimer::set_game_scale(double value) { game_scale = value; };
-double LoopTimer::get_game_scale() const { return game_scale; }
+int LoopTimer::get_fps() const { return this->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() {
uint64_t current_frame_time = SDLContext::get_instance().get_ticks();
- double frame_duration = (current_frame_time - last_frame_time) / 1000.0;
+ double frame_duration = (current_frame_time - this->last_frame_time) / MS_PER_SECOND;
- if (frame_duration < frame_target_time) {
- uint32_t delay_time
- = (uint32_t) ((frame_target_time - frame_duration) / 1000.0);
+ if (frame_duration < this->frame_target_time) {
+ uint32_t delay_time = static_cast<uint32_t>((this->frame_target_time - frame_duration) * MS_PER_SECOND);
SDLContext::get_instance().delay(delay_time);
}
+
+ this->last_frame_time = current_frame_time;
}
-double LoopTimer::get_lag() const { return elapsed_time - elapsed_fixed_time; }
+double LoopTimer::get_lag() const { return this->elapsed_time - this->elapsed_fixed_time; }