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mirror of https://github.com/vcmi/vcmi.git synced 2025-01-12 02:28:11 +02:00

Framerate manager is now in a separate file and private member of GH

This commit is contained in:
Ivan Savenko 2023-05-13 00:15:48 +03:00
parent 0a874cd89e
commit 03df274450
18 changed files with 156 additions and 111 deletions

View File

@ -16,6 +16,7 @@
#include "mainmenu/CMainMenu.h"
#include "mainmenu/CPrologEpilogVideo.h"
#include "gui/CursorHandler.h"
#include "gui/FramerateManager.h"
#include "CPlayerInterface.h"
#include "CVideoHandler.h"
#include "CMusicHandler.h"
@ -599,8 +600,7 @@ static void mainLoop()
fsChanged([](const JsonNode &newState){ CGuiHandler::pushUserEvent(EUserEvent::FULLSCREEN_TOGGLED); });
inGuiThread.reset(new bool(true));
assert(GH.mainFPSmng);
GH.mainFPSmng->init(settings["video"]["targetfps"].Integer());
GH.framerateManager().init(settings["video"]["targetfps"].Integer());
while(1) //main SDL events loop
{

View File

@ -31,6 +31,7 @@ set(client_SRCS
gui/CIntObject.cpp
gui/CursorHandler.cpp
gui/InterfaceObjectConfigurable.cpp
gui/FramerateManager.cpp
gui/NotificationHandler.cpp
gui/ShortcutHandler.cpp
@ -162,6 +163,7 @@ set(client_HEADERS
gui/CIntObject.h
gui/CursorHandler.h
gui/InterfaceObjectConfigurable.h
gui/FramerateManager.h
gui/MouseButton.h
gui/NotificationHandler.h
gui/Shortcut.h

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@ -370,7 +370,7 @@ void CVideoPlayer::update( int x, int y, SDL_Surface *dst, bool forceRedraw, boo
auto packet_duration = frame->duration;
#endif
double frameEndTime = (frame->pts + packet_duration) * av_q2d(format->streams[stream]->time_base);
frameTime += GH.mainFPSmng->getElapsedMilliseconds() / 1000.0;
frameTime += GH.getFrameDeltaMilliseconds() / 1000.0;
if (frameTime >= frameEndTime )
{
@ -450,6 +450,7 @@ bool CVideoPlayer::playVideo(int x, int y, bool stopOnKey)
pos.x = x;
pos.y = y;
frameTime = 0.0;
while(nextFrame())
{
@ -461,10 +462,15 @@ bool CVideoPlayer::playVideo(int x, int y, bool stopOnKey)
SDL_RenderCopy(mainRenderer, texture, nullptr, &rect);
SDL_RenderPresent(mainRenderer);
// Wait 3 frames
GH.mainFPSmng->framerateDelay();
GH.mainFPSmng->framerateDelay();
GH.mainFPSmng->framerateDelay();
#if (LIBAVUTIL_VERSION_MAJOR < 58)
auto packet_duration = frame->pkt_duration;
#else
auto packet_duration = frame->duration;
#endif
double frameDurationSec = packet_duration * av_q2d(format->streams[stream]->time_base);
uint32_t timeToSleepMillisec = 1000 * (frameDurationSec);
boost::this_thread::sleep(boost::posix_time::millisec(timeToSleepMillisec));
}
return true;

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@ -59,7 +59,7 @@ AdventureMapInterface::AdventureMapInterface():
shortcuts->setState(EAdventureState::MAKING_TURN);
widget->getMapView()->onViewMapActivated();
addUsedEvents(KEYBOARD);
addUsedEvents(KEYBOARD | TIME);
}
void AdventureMapInterface::onMapViewMoved(const Rect & visibleArea, int mapLevel)
@ -139,18 +139,20 @@ void AdventureMapInterface::showAll(SDL_Surface * to)
void AdventureMapInterface::show(SDL_Surface * to)
{
handleMapScrollingUpdate();
CIntObject::show(to);
LOCPLINT->cingconsole->show(to);
}
void AdventureMapInterface::handleMapScrollingUpdate()
void AdventureMapInterface::tick(uint32_t msPassed)
{
handleMapScrollingUpdate(msPassed);
}
void AdventureMapInterface::handleMapScrollingUpdate(uint32_t timePassed)
{
/// Width of window border, in pixels, that triggers map scrolling
static constexpr uint32_t borderScrollWidth = 15;
uint32_t timePassed = GH.mainFPSmng->getElapsedMilliseconds();
uint32_t scrollSpeedPixels = settings["adventure"]["scrollSpeedPixels"].Float();
uint32_t scrollDistance = scrollSpeedPixels * timePassed / 1000;

View File

@ -75,7 +75,7 @@ private:
const IShipyard * ourInaccessibleShipyard(const CGObjectInstance *obj) const;
/// check and if necessary reacts on scrolling by moving cursor to screen edge
void handleMapScrollingUpdate();
void handleMapScrollingUpdate(uint32_t msPassed);
void showMoveDetailsInStatusbar(const CGHeroInstance & hero, const CGPathNode & pathNode);
@ -93,6 +93,7 @@ protected:
void activate() override;
void deactivate() override;
void tick(uint32_t msPassed) override;
void show(SDL_Surface * to) override;
void showAll(SDL_Surface * to) override;

View File

@ -381,7 +381,7 @@ bool MovementAnimation::init()
void MovementAnimation::nextFrame()
{
progress += float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000 * progressPerSecond;
progress += float(GH.getFrameDeltaMilliseconds()) / 1000 * progressPerSecond;
//moving instructions
myAnim->pos.x = static_cast<Sint16>(begX + distanceX * progress );
@ -579,7 +579,7 @@ bool ColorTransformAnimation::init()
void ColorTransformAnimation::nextFrame()
{
float elapsed = GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
float elapsed = GH.getFrameDeltaMilliseconds() / 1000.f;
float fullTime = AnimationControls::getFadeInDuration();
float delta = elapsed / fullTime;
totalProgress += delta;
@ -1029,7 +1029,7 @@ void EffectAnimation::playEffect()
{
if(elem.effectID == ID)
{
elem.currentFrame += AnimationControls::getSpellEffectSpeed() * GH.mainFPSmng->getElapsedMilliseconds() / 1000;
elem.currentFrame += AnimationControls::getSpellEffectSpeed() * GH.getFrameDeltaMilliseconds() / 1000;
if(elem.currentFrame >= elem.animation->size())
{

View File

@ -220,7 +220,7 @@ void BattleHero::render(Canvas & canvas)
canvas.draw(flagFrame, flagPosition);
canvas.draw(heroFrame, heroPosition);
float timePassed = float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000.f;
float timePassed = float(GH.getFrameDeltaMilliseconds()) / 1000.f;
flagCurrentFrame += currentSpeed * timePassed;
currentFrame += currentSpeed * timePassed;

View File

@ -161,7 +161,7 @@ void BattleObstacleController::collectRenderableObjects(BattleRenderer & rendere
void BattleObstacleController::update()
{
timePassed += GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
timePassed += GH.getFrameDeltaMilliseconds() / 1000.f;
}
std::shared_ptr<IImage> BattleObstacleController::getObstacleImage(const CObstacleInstance & oi)

View File

@ -59,14 +59,14 @@ void ProjectileMissile::show(Canvas & canvas)
canvas.draw(image, pos);
}
float timePassed = GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
float timePassed = GH.getFrameDeltaMilliseconds() / 1000.f;
progress += timePassed * speed;
}
void ProjectileAnimatedMissile::show(Canvas & canvas)
{
ProjectileMissile::show(canvas);
frameProgress += AnimationControls::getSpellEffectSpeed() * GH.mainFPSmng->getElapsedMilliseconds() / 1000;
frameProgress += AnimationControls::getSpellEffectSpeed() * GH.getFrameDeltaMilliseconds() / 1000;
size_t animationSize = animation->size(reverse ? 1 : 0);
while (frameProgress > animationSize)
frameProgress -= animationSize;
@ -76,7 +76,7 @@ void ProjectileAnimatedMissile::show(Canvas & canvas)
void ProjectileCatapult::show(Canvas & canvas)
{
frameProgress += AnimationControls::getSpellEffectSpeed() * GH.mainFPSmng->getElapsedMilliseconds() / 1000;
frameProgress += AnimationControls::getSpellEffectSpeed() * GH.getFrameDeltaMilliseconds() / 1000;
int frameCounter = std::floor(frameProgress);
int frameIndex = (frameCounter + 1) % animation->size(0);
@ -91,7 +91,7 @@ void ProjectileCatapult::show(Canvas & canvas)
canvas.draw(image, pos);
}
float timePassed = GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
float timePassed = GH.getFrameDeltaMilliseconds() / 1000.f;
progress += timePassed * speed;
}
@ -136,7 +136,7 @@ void ProjectileRay::show(Canvas & canvas)
}
}
float timePassed = GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
float timePassed = GH.getFrameDeltaMilliseconds() / 1000.f;
progress += timePassed * speed;
}

View File

@ -335,7 +335,7 @@ void BattleStacksController::showStack(Canvas & canvas, const CStack * stack)
}
stackAnimation[stack->unitId()]->nextFrame(canvas, fullFilter, facingRight(stack)); // do actual blit
stackAnimation[stack->unitId()]->incrementFrame(float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000);
stackAnimation[stack->unitId()]->incrementFrame(float(GH.getFrameDeltaMilliseconds()) / 1000);
}
void BattleStacksController::update()

View File

@ -14,6 +14,7 @@
#include "CIntObject.h"
#include "CursorHandler.h"
#include "ShortcutHandler.h"
#include "FramerateManager.h"
#include "../CGameInfo.h"
#include "../render/Colors.h"
@ -100,7 +101,7 @@ void CGuiHandler::init()
{
screenHandlerInstance = std::make_unique<ScreenHandler>();
shortcutsHandlerInstance = std::make_unique<ShortcutHandler>();
mainFPSmng = new CFramerateManager(settings["video"]["targetfps"].Integer());
framerateManagerInstance = std::make_unique<FramerateManager>(settings["video"]["targetfps"].Integer());
isPointerRelativeMode = settings["general"]["userRelativePointer"].Bool();
pointerSpeedMultiplier = settings["general"]["relativePointerSpeedMultiplier"].Float();
@ -193,7 +194,7 @@ void CGuiHandler::totalRedraw()
void CGuiHandler::updateTime()
{
int ms = mainFPSmng->getElapsedMilliseconds();
int ms = framerateManagerInstance->getElapsedMilliseconds();
std::list<CIntObject*> hlp = timeinterested;
for (auto & elem : hlp)
{
@ -692,10 +693,9 @@ void CGuiHandler::renderFrame()
disposed.clear();
}
mainFPSmng->framerateDelay(); // holds a constant FPS
framerateManagerInstance->framerateDelay(); // holds a constant FPS
}
CGuiHandler::CGuiHandler()
: lastClick(-500, -500)
, lastClickTime(0)
@ -705,7 +705,6 @@ CGuiHandler::CGuiHandler()
, mouseButtonsMask(0)
, continueEventHandling(true)
, curInt(nullptr)
, mainFPSmng(nullptr)
, statusbar(nullptr)
{
terminate_cond = new CondSh<bool>(false);
@ -713,7 +712,6 @@ CGuiHandler::CGuiHandler()
CGuiHandler::~CGuiHandler()
{
delete mainFPSmng;
delete terminate_cond;
}
@ -722,6 +720,11 @@ ShortcutHandler & CGuiHandler::shortcutsHandler()
return *shortcutsHandlerInstance;
}
FramerateManager & CGuiHandler::framerateManager()
{
return *framerateManagerInstance;
}
void CGuiHandler::moveCursorToPosition(const Point & position)
{
SDL_WarpMouseInWindow(mainWindow, position.x, position.y);
@ -756,6 +759,11 @@ const Point & CGuiHandler::getCursorPosition() const
return cursorPosition;
}
uint32_t CGuiHandler::getFrameDeltaMilliseconds() const
{
return framerateManagerInstance->getElapsedMilliseconds();
}
Point CGuiHandler::screenDimensions() const
{
return Point(screen->w, screen->h);
@ -783,7 +791,7 @@ void CGuiHandler::drawFPSCounter()
static SDL_Rect overlay = { 0, 0, 64, 32};
uint32_t black = SDL_MapRGB(screen->format, 10, 10, 10);
SDL_FillRect(screen, &overlay, black);
std::string fps = std::to_string(mainFPSmng->getFramerate());
std::string fps = std::to_string(framerateManagerInstance->getFramerate());
graphics->fonts[FONT_BIG]->renderTextLeft(screen, fps, Colors::YELLOW, Point(10, 10));
}
@ -823,55 +831,3 @@ void CGuiHandler::onScreenResize()
totalRedraw();
}
CFramerateManager::CFramerateManager(int newRate)
: rate(0)
, rateticks(0)
, fps(0)
, accumulatedFrames(0)
, accumulatedTime(0)
, lastticks(0)
, timeElapsed(0)
{
init(newRate);
}
void CFramerateManager::init(int newRate)
{
rate = newRate;
rateticks = 1000.0 / rate;
this->lastticks = SDL_GetTicks();
}
void CFramerateManager::framerateDelay()
{
ui32 currentTicks = SDL_GetTicks();
timeElapsed = currentTicks - lastticks;
accumulatedFrames++;
// FPS is higher than it should be, then wait some time
if(timeElapsed < rateticks)
{
int timeToSleep = (uint32_t)ceil(this->rateticks) - timeElapsed;
boost::this_thread::sleep(boost::posix_time::milliseconds(timeToSleep));
}
currentTicks = SDL_GetTicks();
// recalculate timeElapsed for external calls via getElapsed()
// limit it to 100 ms to avoid breaking animation in case of huge lag (e.g. triggered breakpoint)
timeElapsed = std::min<ui32>(currentTicks - lastticks, 100);
lastticks = SDL_GetTicks();
accumulatedTime += timeElapsed;
if(accumulatedFrames >= 100)
{
//about 2 second should be passed
fps = static_cast<int>(ceil(1000.0 / (accumulatedTime / accumulatedFrames)));
accumulatedTime = 0;
accumulatedFrames = 0;
}
}

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@ -23,7 +23,7 @@ union SDL_Event;
struct SDL_MouseMotionEvent;
class ShortcutHandler;
class CFramerateManager;
class FramerateManager;
class IStatusBar;
class CIntObject;
class IUpdateable;
@ -44,32 +44,11 @@ enum class EUserEvent
FORCE_QUIT, //quit client without question
};
// A fps manager which holds game updates at a constant rate
class CFramerateManager
{
private:
double rateticks;
ui32 lastticks;
ui32 timeElapsed;
int rate;
int fps; // the actual fps value
ui32 accumulatedTime;
ui32 accumulatedFrames;
public:
CFramerateManager(int newRate); // initializes the manager with a given fps rate
void init(int newRate); // needs to be called directly before the main game loop to reset the internal timer
void framerateDelay(); // needs to be called every game update cycle
ui32 getElapsedMilliseconds() const {return this->timeElapsed;}
ui32 getFrameNumber() const { return accumulatedFrames; }
ui32 getFramerate() const { return fps; };
};
// Handles GUI logic and drawing
class CGuiHandler
{
public:
CFramerateManager * mainFPSmng; //to keep const framerate
std::list<std::shared_ptr<IShowActivatable>> listInt; //list of interfaces - front=foreground; back = background (includes adventure map, window interfaces, all kind of active dialogs, and so on)
std::shared_ptr<IStatusBar> statusbar;
@ -97,6 +76,7 @@ private:
CIntObjectList textInterested;
std::unique_ptr<IScreenHandler> screenHandlerInstance;
std::unique_ptr<FramerateManager> framerateManagerInstance;
void handleMouseButtonClick(CIntObjectList & interestedObjs, MouseButton btn, bool isPressed);
void processLists(const ui16 activityFlag, std::function<void (std::list<CIntObject*> *)> cb);
@ -117,7 +97,9 @@ public:
const Point & getCursorPosition() const;
ShortcutHandler & shortcutsHandler();
FramerateManager & framerateManager();
uint32_t getFrameDeltaMilliseconds() const;
Point screenDimensions() const;
/// returns true if at least one mouse button is pressed

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@ -250,7 +250,7 @@ void CursorHandler::updateSpellcastCursor()
{
static const float frameDisplayDuration = 0.1f; // H3 uses 100 ms per frame
frameTime += GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
frameTime += GH.getFrameDeltaMilliseconds() / 1000.f;
size_t newFrame = frame;
while (frameTime >= frameDisplayDuration)

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@ -0,0 +1,65 @@
/*
* FramerateManager.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "FramerateManager.h"
#include <SDL_timer.h>
FramerateManager::FramerateManager(int newRate)
: rate(0)
, rateticks(0)
, fps(0)
, accumulatedFrames(0)
, accumulatedTime(0)
, lastticks(0)
, timeElapsed(0)
{
init(newRate);
}
void FramerateManager::init(int newRate)
{
rate = newRate;
rateticks = 1000.0 / rate;
this->lastticks = SDL_GetTicks();
}
void FramerateManager::framerateDelay()
{
ui32 currentTicks = SDL_GetTicks();
timeElapsed = currentTicks - lastticks;
accumulatedFrames++;
// FPS is higher than it should be, then wait some time
if(timeElapsed < rateticks)
{
int timeToSleep = (uint32_t)ceil(this->rateticks) - timeElapsed;
boost::this_thread::sleep(boost::posix_time::milliseconds(timeToSleep));
}
currentTicks = SDL_GetTicks();
// recalculate timeElapsed for external calls via getElapsed()
// limit it to 100 ms to avoid breaking animation in case of huge lag (e.g. triggered breakpoint)
timeElapsed = std::min<ui32>(currentTicks - lastticks, 100);
lastticks = SDL_GetTicks();
accumulatedTime += timeElapsed;
if(accumulatedFrames >= 100)
{
//about 2 second should be passed
fps = static_cast<int>(ceil(1000.0 / (accumulatedTime / accumulatedFrames)));
accumulatedTime = 0;
accumulatedFrames = 0;
}
}

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@ -0,0 +1,31 @@
/*
* FramerateManager.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
// A fps manager which holds game updates at a constant rate
class FramerateManager
{
private:
double rateticks;
ui32 lastticks;
ui32 timeElapsed;
int rate;
int fps; // the actual fps value
ui32 accumulatedTime;
ui32 accumulatedFrames;
public:
FramerateManager(int newRate); // initializes the manager with a given fps rate
void init(int newRate); // needs to be called directly before the main game loop to reset the internal timer
void framerateDelay(); // needs to be called every game update cycle
ui32 getElapsedMilliseconds() const {return this->timeElapsed;}
ui32 getFrameNumber() const { return accumulatedFrames; }
ui32 getFramerate() const { return fps; };
};

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@ -66,13 +66,13 @@ void BasicMapView::render(Canvas & target, bool fullUpdate)
void BasicMapView::show(SDL_Surface * to)
{
controller->updateBefore(GH.mainFPSmng->getElapsedMilliseconds());
controller->updateBefore(GH.getFrameDeltaMilliseconds());
Canvas target(to);
CSDL_Ext::CClipRectGuard guard(to, pos);
render(target, false);
controller->updateAfter(GH.mainFPSmng->getElapsedMilliseconds());
controller->updateAfter(GH.getFrameDeltaMilliseconds());
}
void BasicMapView::showAll(SDL_Surface * to)

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@ -395,7 +395,7 @@ void CShowableAnim::show(SDL_Surface * to)
if ((flags & PLAY_ONCE) && frame + 1 == last)
return;
frameTimePassed += GH.mainFPSmng->getElapsedMilliseconds();
frameTimePassed += GH.getFrameDeltaMilliseconds();
if(frameTimePassed >= frameTimeTotal)
{

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@ -215,7 +215,7 @@ void CBuildingRect::show(SDL_Surface * to)
}
if(stateTimeCounter < BUILD_ANIMATION_FINISHED_TIMEPOINT)
stateTimeCounter += GH.mainFPSmng->getElapsedMilliseconds();
stateTimeCounter += GH.getFrameDeltaMilliseconds();
}
void CBuildingRect::showAll(SDL_Surface * to)