#include #include "../facade/SDLContext.h" #include "../util/log.h" #include "LoopTimer.h" 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); this->delta_time = std::chrono::milliseconds(0); } void LoopTimer::update() { auto current_frame_time = std::chrono::steady_clock::now(); // Convert to duration in seconds for delta time this->delta_time = std::chrono::duration_cast>(current_frame_time - last_frame_time); if (this->delta_time > this->maximum_delta_time) { this->delta_time = this->maximum_delta_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 this->delta_time.count(); } double LoopTimer::get_current_time() const { return this->elapsed_time.count(); } void LoopTimer::advance_fixed_update() { this->elapsed_fixed_time += this->fixed_delta_time; } double LoopTimer::get_fixed_delta_time() const { return this->fixed_delta_time.count(); } void LoopTimer::set_fps(int fps) { this->fps = fps; // target time per frame in seconds this->frame_target_time = std::chrono::seconds(1) / fps; } 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() { std::chrono::steady_clock::time_point current_frame_time = std::chrono::steady_clock::now(); std::chrono::milliseconds frame_duration = std::chrono::duration_cast(current_frame_time - this->last_frame_time); if (frame_duration < this->frame_target_time) { std::chrono::milliseconds delay_time = std::chrono::duration_cast(this->frame_target_time - frame_duration); if (delay_time.count() > 0) { SDLContext::get_instance().delay(delay_time.count()); } } this->last_frame_time = current_frame_time; } double LoopTimer::get_lag() const { return (this->elapsed_time - this->elapsed_fixed_time).count(); }