diff options
Diffstat (limited to 'src/crepe/api')
-rw-r--r-- | src/crepe/api/LoopManager.cpp | 5 | ||||
-rw-r--r-- | src/crepe/api/LoopTimer.cpp | 35 | ||||
-rw-r--r-- | src/crepe/api/LoopTimer.h | 12 |
3 files changed, 26 insertions, 26 deletions
diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp index 4a6d2cd..14e68c2 100644 --- a/src/crepe/api/LoopManager.cpp +++ b/src/crepe/api/LoopManager.cpp @@ -59,8 +59,13 @@ void LoopManager::loop() { void LoopManager::setup() { this->game_running = true; +<<<<<<< HEAD + LoopTimer::get_instance().start(); + LoopTimer::get_instance().set_target_fps(200); +======= this->loop_timer->start(); this->loop_timer->set_fps(60); +>>>>>>> wouter/gameloop-improvements } void LoopManager::render() { diff --git a/src/crepe/api/LoopTimer.cpp b/src/crepe/api/LoopTimer.cpp index d0a19d7..fe5544d 100644 --- a/src/crepe/api/LoopTimer.cpp +++ b/src/crepe/api/LoopTimer.cpp @@ -26,7 +26,8 @@ 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; @@ -40,13 +41,13 @@ 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; } @@ -55,22 +56,14 @@ void LoopTimer::enforce_frame_rate() { auto current_frame_time = std::chrono::steady_clock::now(); auto frame_duration = current_frame_time - this->last_frame_time; - if (frame_duration < this->frame_target_time) { - auto remaining_time = this->frame_target_time - frame_duration; - - // Sleep for most of the remaining time using SDLContext - if (remaining_time > std::chrono::microseconds(2000)) { // 2ms threshold - SDLContext::get_instance().delay( - std::chrono::duration_cast<std::chrono::milliseconds>(remaining_time).count()); - } - - // Busy-wait for the last tiny remaining duration - while (std::chrono::steady_clock::now() - current_frame_time < remaining_time) { - // Busy wait - } - } - - this->last_frame_time = std::chrono::steady_clock::now(); // Update 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()); + } + } } double LoopTimer::get_lag() const { diff --git a/src/crepe/api/LoopTimer.h b/src/crepe/api/LoopTimer.h index b20203d..e348628 100644 --- a/src/crepe/api/LoopTimer.h +++ b/src/crepe/api/LoopTimer.h @@ -29,7 +29,7 @@ public: * * \param fps The desired frames rendered per second. */ - void set_fps(int fps); + void set_target_fps(int fps); /** * \brief Get the current frames per second (FPS). @@ -62,7 +62,6 @@ private: * Initializes the timer to begin tracking frame times. */ void start(); - /** * \brief Enforce the frame rate limit. * @@ -110,8 +109,10 @@ private: void advance_fixed_update(); private: - //! Current frames per second - int fps = 50; + //! Target frames per second + int target_fps = 50; + //! Actual frames per second + int actual_fps = 0; //! Current game scale double game_scale = 1; //! Maximum delta time in seconds to avoid large jumps @@ -119,7 +120,7 @@ private: //! Delta time for the current frame in seconds std::chrono::duration<double> delta_time{0.0}; //! Target time per frame in seconds - std::chrono::duration<double> frame_target_time = std::chrono::duration<double>(1.0) / fps; + std::chrono::duration<double> frame_target_time = std::chrono::duration<double>(1.0) / target_fps; //! Fixed delta time for fixed updates in seconds std::chrono::duration<double> fixed_delta_time = std::chrono::duration<double>(1.0) / 50.0; //! Total elapsed game time in seconds @@ -128,6 +129,7 @@ private: std::chrono::duration<double> elapsed_fixed_time{0.0}; //! Time of the last frame std::chrono::steady_clock::time_point last_frame_time; + }; } // namespace crepe |