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#include "timer.h"
// Constructor (private)
LoopTimer::LoopTimer() {}
// Get the singleton instance of the timer
LoopTimer & LoopTimer::getInstance() {
static LoopTimer instance;
return instance;
}
// Start the timer (initialize frame time)
void LoopTimer::start() {
lastFrameTime = SDL_GetTicks64();
elapsedTime = 0;
elapsedFixedTime = 0;
deltaTime = 0;
}
// Update the timer, calculate deltaTime
void LoopTimer::update() {
uint64_t currentFrameTime = SDL_GetTicks64();
deltaTime
= (currentFrameTime - lastFrameTime) / 1000.0; // Convert to seconds
if (deltaTime > maximumDeltaTime) {
deltaTime = maximumDeltaTime;
}
elapsedTime += deltaTime;
lastFrameTime = currentFrameTime;
}
double LoopTimer::getDeltaTime() const { return deltaTime; }
int LoopTimer::getCurrentTime() const { return SDL_GetTicks(); }
void LoopTimer::advanceFixedUpdate() { elapsedFixedTime += fixedDeltaTime; }
double LoopTimer::getFixedDeltaTime() const { return fixedDeltaTime; }
void LoopTimer::setFPS(int FPS) {
this->FPS = FPS;
frameTargetTime = 1.0 / FPS;
}
int LoopTimer::getFPS() const { return FPS; }
void LoopTimer::enforceFrameRate() {
uint64_t currentFrameTime = SDL_GetTicks64();
double frameDuration = (currentFrameTime - lastFrameTime) / 1000.0;
if (frameDuration < frameTargetTime) {
uint32_t delayTime
= (uint32_t) ((frameTargetTime - frameDuration) * 1000.0);
SDL_Delay(delayTime);
}
}
double LoopTimer::getLag() const { return elapsedTime - elapsedFixedTime; }
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