#include #include #include "../facade/SDLContext.h" #include "../util/Log.h" #include "LoopTimerManager.h" using namespace crepe; LoopTimerManager::LoopTimerManager(Mediator & mediator) : Manager(mediator) { this->mediator.loop_timer = *this; dbg_trace(); } void LoopTimerManager::start() { this->last_frame_time = std::chrono::steady_clock::now(); this->elapsed_time = std::chrono::milliseconds(0); // by starting the elapsed_fixed_time at (0 - fixed_delta_time) in milliseconds it calls a fixed update at the start of the loop. this->elapsed_fixed_time = -std::chrono::duration_cast(fixed_delta_time); this->delta_time = std::chrono::milliseconds(0); } void LoopTimerManager::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->actual_fps = 1.0 / this->delta_time.count(); this->elapsed_time += this->delta_time; this->last_frame_time = current_frame_time; } double LoopTimerManager::get_delta_time() const { return this->delta_time.count() * this->time_scale; } double LoopTimerManager::get_current_time() const { return this->elapsed_time.count(); } void LoopTimerManager::advance_fixed_update() { this->elapsed_fixed_time += this->fixed_delta_time; } double LoopTimerManager::get_fixed_delta_time() const { return this->fixed_delta_time.count(); } void LoopTimerManager::set_target_fps(int fps) { this->target_fps = fps; // target time per frame in seconds this->frame_target_time = std::chrono::duration(1.0) / this->target_fps; } int LoopTimerManager::get_fps() const { return this->actual_fps; } void LoopTimerManager::set_time_scale(double value) { this->time_scale = value; } double LoopTimerManager::get_time_scale() const { return this->time_scale; } void LoopTimerManager::enforce_frame_rate() { auto current_frame_time = std::chrono::steady_clock::now(); auto frame_duration = current_frame_time - this->last_frame_time; // Check if frame duration is less than the target frame time if (frame_duration < this->frame_target_time) { auto delay_time = std::chrono::duration_cast( this->frame_target_time - frame_duration); if (delay_time.count() > 0) { std::this_thread::sleep_for(delay_time); } } } double LoopTimerManager::get_lag() const { return (this->elapsed_time - this->elapsed_fixed_time).count(); }