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-rw-r--r--src/crepe/api/LoopManager.cpp5
-rw-r--r--src/crepe/api/LoopTimer.cpp35
-rw-r--r--src/crepe/api/LoopTimer.h12
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