blob: f4be510cd644ba471646a9723a688f89d7402db9 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
|
#include "../facade/SDLContext.h"
#include "../util/log.h"
#include "LoopTimer.h"
#define MS_PER_SECOND 1000.0
using namespace crepe;
LoopTimer::LoopTimer() {
dbg_trace();
}
LoopTimer & LoopTimer::get_instance() {
static LoopTimer instance;
return instance;
}
void LoopTimer::start() {
this->last_frame_time = SDLContext::get_instance().get_ticks();
this->elapsed_time = 0;
this->elapsed_fixed_time = 0;
this->delta_time = 0;
}
void LoopTimer::update() {
uint64_t current_frame_time = SDLContext::get_instance().get_ticks();
this->delta_time = (current_frame_time - last_frame_time) / MS_PER_SECOND;
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; }
int LoopTimer::get_current_time() const { return this->elapsed_time; }
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; }
void LoopTimer::set_fps(int fps) {
this->fps = fps;
this->frame_target_time = 1.0 / this->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() {
uint64_t current_frame_time = SDLContext::get_instance().get_ticks();
double frame_duration = (current_frame_time - this->last_frame_time) / MS_PER_SECOND;
if (frame_duration < this->frame_target_time) {
uint32_t delay_time = static_cast<uint32_t>((this->frame_target_time - frame_duration) * MS_PER_SECOND);
SDLContext::get_instance().delay(delay_time);
}
this->last_frame_time = current_frame_time;
}
double LoopTimer::get_lag() const { return this->elapsed_time - this->elapsed_fixed_time; }
|