#pragma once #include "manager/Manager.h" #include namespace crepe { class LoopTimer : public Manager { public: /** * \brief Get the current delta time for the current frame. * * \return Delta time in seconds since the last frame. */ double get_delta_time() const; /** * \brief Get the current game time. * * \note The current game time may vary from real-world elapsed time. It is the cumulative * sum of each frame's delta time. * * \return Elapsed game time in seconds. */ double get_current_time() const; /** * \brief Set the target frames per second (FPS). * * \param fps The desired frames rendered per second. */ void set_fps(int fps); /** * \brief Get the current frames per second (FPS). * * \return Current FPS. */ int get_fps() const; /** * \brief Get the current game scale. * * \return The current game scale, where 0 = paused, 1 = normal speed, and values > 1 speed * up the game. */ double get_game_scale() const; /** * \brief Set the game scale. * * \param game_scale The desired game scale (0 = pause, 1 = normal speed, > 1 = speed up). */ void set_game_scale(double game_scale); private: friend class Engine; /** * \brief Start the loop timer. * * Initializes the timer to begin tracking frame times. */ void start(); /** * \brief Enforce the frame rate limit. * * Ensures that the game loop does not exceed the target FPS by delaying frame updates as * necessary. */ void enforce_frame_rate(); /** * \brief Get the fixed delta time for consistent updates. * * Fixed delta time is used for operations that require uniform time steps, such as physics * calculations. * * \return Fixed delta time in seconds. */ double get_fixed_delta_time() const; /** * \brief Get the accumulated lag in the game loop. * * Lag represents the difference between the target frame time and the actual frame time, * useful for managing fixed update intervals. * * \return Accumulated lag in seconds. */ double get_lag() const; /** * \brief Construct a new LoopTimer object. * * Private constructor for singleton pattern to restrict instantiation outside the class. */ LoopTimer(Mediator & mediator); /** * \brief Update the timer to the current frame. * * Calculates and updates the delta time for the current frame and adds it to the cumulative * game time. */ void update(); /** * \brief Advance the game loop by a fixed update interval. * * This method progresses the game state by a consistent, fixed time step, allowing for * stable updates independent of frame rate fluctuations. */ void advance_fixed_update(); private: //! Current frames per second int fps = 50; //! Current game scale double game_scale = 1; //! Maximum delta time in seconds to avoid large jumps std::chrono::duration maximum_delta_time{0.25}; //! Delta time for the current frame in seconds std::chrono::duration delta_time{0.0}; //! Target time per frame in seconds std::chrono::duration frame_target_time = std::chrono::duration(1.0) / fps; //! Fixed delta time for fixed updates in seconds std::chrono::duration fixed_delta_time = std::chrono::duration(1.0) / 50.0; //! Total elapsed game time in seconds std::chrono::duration elapsed_time{0.0}; //! Total elapsed time for fixed updates in seconds std::chrono::duration elapsed_fixed_time{0.0}; //! Time of the last frame std::chrono::steady_clock::time_point last_frame_time; }; } // namespace crepe