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#include "../facade/SDLContext.h"
#include "LoopTimer.h"
using namespace crepe;
LoopTimer::LoopTimer() {}
LoopTimer & LoopTimer::get_instance() {
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; }
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