#include "../facade/SDLContext.h" #include "LoopTimer.h" using namespace crepe; LoopTimer::LoopTimer() {} LoopTimer & LoopTimer::getInstance() { static LoopTimer instance; return instance; } void LoopTimer::start() { last_frame_time = SDLContext::get_instance().get_ticks(); elapsed_time = 0; elapsed_fixed_time = 0; 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; if (delta_time > maximum_delta_time) { delta_time = maximum_delta_time; } delta_time = game_scale; elapsed_time += delta_time; last_frame_time = current_frame_time; } double LoopTimer::get_delta_time() const { return delta_time; } int LoopTimer::get_current_time() const { return elapsed_time; } void LoopTimer::advance_fixed_update() { elapsed_fixed_time += fixed_delta_time; } double LoopTimer::get_fixed_delta_time() const { return fixed_delta_time; } void LoopTimer::set_fps(int fps) { this->fps = fps; frame_target_time = 1.0 / 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; } 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; if (frame_duration < frame_target_time) { uint32_t delay_time = (uint32_t) ((frame_target_time - frame_duration) / 1000.0); SDLContext::get_instance().delay(delay_time); } } double LoopTimer::get_lag() const { return elapsed_time - elapsed_fixed_time; }