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Copy pathTiming.cpp
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78 lines (61 loc) · 1.95 KB
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#include "Timing.h"
#include <SDL/SDL.h>
namespace Bengine {
FpsLimiter::FpsLimiter() {
}
void FpsLimiter::init(float maxFPS) {
setMaxFPS(maxFPS);
}
void FpsLimiter::setMaxFPS(float maxFPS) {
_maxFPS = maxFPS;
}
void FpsLimiter::begin() {
_startTicks = SDL_GetTicks();
}
float FpsLimiter::end() {
calculateFPS();
float frameTicks = (float)(SDL_GetTicks() - _startTicks);
//Limit the FPS to the max FPS
if (1000.0f / _maxFPS > frameTicks) {
SDL_Delay((Uint32)(1000.0f / _maxFPS - frameTicks));
}
return _fps;
}
void FpsLimiter::calculateFPS() {
//The number of frames to average
static const int NUM_SAMPLES = 10;
//Stores all the frametimes for each frame that we will average
static float frameTimes[NUM_SAMPLES];
//The current frame we are on
static int currentFrame = 0;
//the ticks of the previous frame
static Uint32 prevTicks = SDL_GetTicks();
//Ticks for the current frame
Uint32 currentTicks = SDL_GetTicks();
//Calculate the number of ticks (ms) for this frame
_frameTime = (float)(currentTicks - prevTicks);
frameTimes[currentFrame % NUM_SAMPLES] = _frameTime;
//current ticks is now previous ticks
prevTicks = currentTicks;
//The number of frames to average
int count;
currentFrame++;
if (currentFrame < NUM_SAMPLES) {
count = currentFrame;
} else {
count = NUM_SAMPLES;
}
//Average all the frame times
float frameTimeAverage = 0;
for (int i = 0; i < count; i++) {
frameTimeAverage += frameTimes[i];
}
frameTimeAverage /= count;
//Calculate FPS
if (frameTimeAverage > 0) {
_fps = 1000.0f / frameTimeAverage;
} else {
_fps = 60.0f;
}
}
}