mirror of
https://github.com/vcmi/vcmi.git
synced 2025-11-27 22:49:25 +02:00
Framerate manager is now in a separate file and private member of GH
This commit is contained in:
@@ -16,6 +16,7 @@
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#include "mainmenu/CMainMenu.h"
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#include "mainmenu/CMainMenu.h"
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#include "mainmenu/CPrologEpilogVideo.h"
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#include "mainmenu/CPrologEpilogVideo.h"
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#include "gui/CursorHandler.h"
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#include "gui/CursorHandler.h"
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#include "gui/FramerateManager.h"
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#include "CPlayerInterface.h"
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#include "CPlayerInterface.h"
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#include "CVideoHandler.h"
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#include "CVideoHandler.h"
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#include "CMusicHandler.h"
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#include "CMusicHandler.h"
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@@ -599,8 +600,7 @@ static void mainLoop()
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fsChanged([](const JsonNode &newState){ CGuiHandler::pushUserEvent(EUserEvent::FULLSCREEN_TOGGLED); });
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fsChanged([](const JsonNode &newState){ CGuiHandler::pushUserEvent(EUserEvent::FULLSCREEN_TOGGLED); });
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inGuiThread.reset(new bool(true));
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inGuiThread.reset(new bool(true));
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assert(GH.mainFPSmng);
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GH.framerateManager().init(settings["video"]["targetfps"].Integer());
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GH.mainFPSmng->init(settings["video"]["targetfps"].Integer());
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while(1) //main SDL events loop
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while(1) //main SDL events loop
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{
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{
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@@ -31,6 +31,7 @@ set(client_SRCS
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gui/CIntObject.cpp
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gui/CIntObject.cpp
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gui/CursorHandler.cpp
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gui/CursorHandler.cpp
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gui/InterfaceObjectConfigurable.cpp
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gui/InterfaceObjectConfigurable.cpp
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gui/FramerateManager.cpp
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gui/NotificationHandler.cpp
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gui/NotificationHandler.cpp
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gui/ShortcutHandler.cpp
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gui/ShortcutHandler.cpp
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@@ -162,6 +163,7 @@ set(client_HEADERS
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gui/CIntObject.h
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gui/CIntObject.h
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gui/CursorHandler.h
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gui/CursorHandler.h
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gui/InterfaceObjectConfigurable.h
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gui/InterfaceObjectConfigurable.h
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gui/FramerateManager.h
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gui/MouseButton.h
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gui/MouseButton.h
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gui/NotificationHandler.h
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gui/NotificationHandler.h
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gui/Shortcut.h
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gui/Shortcut.h
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@@ -370,7 +370,7 @@ void CVideoPlayer::update( int x, int y, SDL_Surface *dst, bool forceRedraw, boo
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auto packet_duration = frame->duration;
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auto packet_duration = frame->duration;
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#endif
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#endif
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double frameEndTime = (frame->pts + packet_duration) * av_q2d(format->streams[stream]->time_base);
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double frameEndTime = (frame->pts + packet_duration) * av_q2d(format->streams[stream]->time_base);
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frameTime += GH.mainFPSmng->getElapsedMilliseconds() / 1000.0;
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frameTime += GH.getFrameDeltaMilliseconds() / 1000.0;
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if (frameTime >= frameEndTime )
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if (frameTime >= frameEndTime )
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{
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{
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@@ -450,6 +450,7 @@ bool CVideoPlayer::playVideo(int x, int y, bool stopOnKey)
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pos.x = x;
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pos.x = x;
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pos.y = y;
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pos.y = y;
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frameTime = 0.0;
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while(nextFrame())
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while(nextFrame())
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{
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{
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@@ -461,10 +462,15 @@ bool CVideoPlayer::playVideo(int x, int y, bool stopOnKey)
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SDL_RenderCopy(mainRenderer, texture, nullptr, &rect);
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SDL_RenderCopy(mainRenderer, texture, nullptr, &rect);
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SDL_RenderPresent(mainRenderer);
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SDL_RenderPresent(mainRenderer);
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// Wait 3 frames
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#if (LIBAVUTIL_VERSION_MAJOR < 58)
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GH.mainFPSmng->framerateDelay();
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auto packet_duration = frame->pkt_duration;
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GH.mainFPSmng->framerateDelay();
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#else
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GH.mainFPSmng->framerateDelay();
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auto packet_duration = frame->duration;
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#endif
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double frameDurationSec = packet_duration * av_q2d(format->streams[stream]->time_base);
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uint32_t timeToSleepMillisec = 1000 * (frameDurationSec);
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boost::this_thread::sleep(boost::posix_time::millisec(timeToSleepMillisec));
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}
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}
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return true;
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return true;
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@@ -59,7 +59,7 @@ AdventureMapInterface::AdventureMapInterface():
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shortcuts->setState(EAdventureState::MAKING_TURN);
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shortcuts->setState(EAdventureState::MAKING_TURN);
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widget->getMapView()->onViewMapActivated();
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widget->getMapView()->onViewMapActivated();
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addUsedEvents(KEYBOARD);
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addUsedEvents(KEYBOARD | TIME);
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}
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}
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void AdventureMapInterface::onMapViewMoved(const Rect & visibleArea, int mapLevel)
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void AdventureMapInterface::onMapViewMoved(const Rect & visibleArea, int mapLevel)
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@@ -139,18 +139,20 @@ void AdventureMapInterface::showAll(SDL_Surface * to)
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void AdventureMapInterface::show(SDL_Surface * to)
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void AdventureMapInterface::show(SDL_Surface * to)
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{
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{
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handleMapScrollingUpdate();
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CIntObject::show(to);
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CIntObject::show(to);
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LOCPLINT->cingconsole->show(to);
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LOCPLINT->cingconsole->show(to);
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}
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}
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void AdventureMapInterface::handleMapScrollingUpdate()
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void AdventureMapInterface::tick(uint32_t msPassed)
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{
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handleMapScrollingUpdate(msPassed);
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}
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void AdventureMapInterface::handleMapScrollingUpdate(uint32_t timePassed)
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{
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{
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/// Width of window border, in pixels, that triggers map scrolling
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/// Width of window border, in pixels, that triggers map scrolling
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static constexpr uint32_t borderScrollWidth = 15;
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static constexpr uint32_t borderScrollWidth = 15;
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uint32_t timePassed = GH.mainFPSmng->getElapsedMilliseconds();
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uint32_t scrollSpeedPixels = settings["adventure"]["scrollSpeedPixels"].Float();
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uint32_t scrollSpeedPixels = settings["adventure"]["scrollSpeedPixels"].Float();
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uint32_t scrollDistance = scrollSpeedPixels * timePassed / 1000;
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uint32_t scrollDistance = scrollSpeedPixels * timePassed / 1000;
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@@ -75,7 +75,7 @@ private:
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const IShipyard * ourInaccessibleShipyard(const CGObjectInstance *obj) const;
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const IShipyard * ourInaccessibleShipyard(const CGObjectInstance *obj) const;
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/// check and if necessary reacts on scrolling by moving cursor to screen edge
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/// check and if necessary reacts on scrolling by moving cursor to screen edge
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void handleMapScrollingUpdate();
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void handleMapScrollingUpdate(uint32_t msPassed);
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void showMoveDetailsInStatusbar(const CGHeroInstance & hero, const CGPathNode & pathNode);
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void showMoveDetailsInStatusbar(const CGHeroInstance & hero, const CGPathNode & pathNode);
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@@ -93,6 +93,7 @@ protected:
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void activate() override;
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void activate() override;
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void deactivate() override;
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void deactivate() override;
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void tick(uint32_t msPassed) override;
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void show(SDL_Surface * to) override;
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void show(SDL_Surface * to) override;
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void showAll(SDL_Surface * to) override;
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void showAll(SDL_Surface * to) override;
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@@ -381,7 +381,7 @@ bool MovementAnimation::init()
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void MovementAnimation::nextFrame()
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void MovementAnimation::nextFrame()
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{
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{
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progress += float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000 * progressPerSecond;
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progress += float(GH.getFrameDeltaMilliseconds()) / 1000 * progressPerSecond;
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//moving instructions
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//moving instructions
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myAnim->pos.x = static_cast<Sint16>(begX + distanceX * progress );
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myAnim->pos.x = static_cast<Sint16>(begX + distanceX * progress );
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@@ -579,7 +579,7 @@ bool ColorTransformAnimation::init()
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void ColorTransformAnimation::nextFrame()
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void ColorTransformAnimation::nextFrame()
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{
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{
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float elapsed = GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
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float elapsed = GH.getFrameDeltaMilliseconds() / 1000.f;
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float fullTime = AnimationControls::getFadeInDuration();
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float fullTime = AnimationControls::getFadeInDuration();
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float delta = elapsed / fullTime;
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float delta = elapsed / fullTime;
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totalProgress += delta;
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totalProgress += delta;
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@@ -1029,7 +1029,7 @@ void EffectAnimation::playEffect()
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{
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{
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if(elem.effectID == ID)
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if(elem.effectID == ID)
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{
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{
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elem.currentFrame += AnimationControls::getSpellEffectSpeed() * GH.mainFPSmng->getElapsedMilliseconds() / 1000;
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elem.currentFrame += AnimationControls::getSpellEffectSpeed() * GH.getFrameDeltaMilliseconds() / 1000;
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if(elem.currentFrame >= elem.animation->size())
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if(elem.currentFrame >= elem.animation->size())
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{
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{
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@@ -220,7 +220,7 @@ void BattleHero::render(Canvas & canvas)
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canvas.draw(flagFrame, flagPosition);
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canvas.draw(flagFrame, flagPosition);
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canvas.draw(heroFrame, heroPosition);
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canvas.draw(heroFrame, heroPosition);
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float timePassed = float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000.f;
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float timePassed = float(GH.getFrameDeltaMilliseconds()) / 1000.f;
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flagCurrentFrame += currentSpeed * timePassed;
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flagCurrentFrame += currentSpeed * timePassed;
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currentFrame += currentSpeed * timePassed;
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currentFrame += currentSpeed * timePassed;
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@@ -161,7 +161,7 @@ void BattleObstacleController::collectRenderableObjects(BattleRenderer & rendere
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void BattleObstacleController::update()
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void BattleObstacleController::update()
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{
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{
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timePassed += GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
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timePassed += GH.getFrameDeltaMilliseconds() / 1000.f;
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}
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}
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std::shared_ptr<IImage> BattleObstacleController::getObstacleImage(const CObstacleInstance & oi)
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std::shared_ptr<IImage> BattleObstacleController::getObstacleImage(const CObstacleInstance & oi)
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@@ -59,14 +59,14 @@ void ProjectileMissile::show(Canvas & canvas)
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canvas.draw(image, pos);
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canvas.draw(image, pos);
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}
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}
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float timePassed = GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
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float timePassed = GH.getFrameDeltaMilliseconds() / 1000.f;
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progress += timePassed * speed;
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progress += timePassed * speed;
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}
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}
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void ProjectileAnimatedMissile::show(Canvas & canvas)
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void ProjectileAnimatedMissile::show(Canvas & canvas)
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{
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{
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ProjectileMissile::show(canvas);
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ProjectileMissile::show(canvas);
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frameProgress += AnimationControls::getSpellEffectSpeed() * GH.mainFPSmng->getElapsedMilliseconds() / 1000;
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frameProgress += AnimationControls::getSpellEffectSpeed() * GH.getFrameDeltaMilliseconds() / 1000;
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size_t animationSize = animation->size(reverse ? 1 : 0);
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size_t animationSize = animation->size(reverse ? 1 : 0);
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while (frameProgress > animationSize)
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while (frameProgress > animationSize)
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frameProgress -= animationSize;
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frameProgress -= animationSize;
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@@ -76,7 +76,7 @@ void ProjectileAnimatedMissile::show(Canvas & canvas)
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void ProjectileCatapult::show(Canvas & canvas)
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void ProjectileCatapult::show(Canvas & canvas)
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{
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{
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frameProgress += AnimationControls::getSpellEffectSpeed() * GH.mainFPSmng->getElapsedMilliseconds() / 1000;
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frameProgress += AnimationControls::getSpellEffectSpeed() * GH.getFrameDeltaMilliseconds() / 1000;
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int frameCounter = std::floor(frameProgress);
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int frameCounter = std::floor(frameProgress);
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int frameIndex = (frameCounter + 1) % animation->size(0);
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int frameIndex = (frameCounter + 1) % animation->size(0);
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@@ -91,7 +91,7 @@ void ProjectileCatapult::show(Canvas & canvas)
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canvas.draw(image, pos);
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canvas.draw(image, pos);
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}
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}
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float timePassed = GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
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float timePassed = GH.getFrameDeltaMilliseconds() / 1000.f;
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progress += timePassed * speed;
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progress += timePassed * speed;
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}
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}
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@@ -136,7 +136,7 @@ void ProjectileRay::show(Canvas & canvas)
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}
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}
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}
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}
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float timePassed = GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
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float timePassed = GH.getFrameDeltaMilliseconds() / 1000.f;
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progress += timePassed * speed;
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progress += timePassed * speed;
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}
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}
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@@ -335,7 +335,7 @@ void BattleStacksController::showStack(Canvas & canvas, const CStack * stack)
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}
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}
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stackAnimation[stack->unitId()]->nextFrame(canvas, fullFilter, facingRight(stack)); // do actual blit
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stackAnimation[stack->unitId()]->nextFrame(canvas, fullFilter, facingRight(stack)); // do actual blit
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stackAnimation[stack->unitId()]->incrementFrame(float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000);
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stackAnimation[stack->unitId()]->incrementFrame(float(GH.getFrameDeltaMilliseconds()) / 1000);
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}
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}
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void BattleStacksController::update()
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void BattleStacksController::update()
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@@ -14,6 +14,7 @@
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#include "CIntObject.h"
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#include "CIntObject.h"
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#include "CursorHandler.h"
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#include "CursorHandler.h"
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#include "ShortcutHandler.h"
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#include "ShortcutHandler.h"
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#include "FramerateManager.h"
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#include "../CGameInfo.h"
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#include "../CGameInfo.h"
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#include "../render/Colors.h"
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#include "../render/Colors.h"
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@@ -100,7 +101,7 @@ void CGuiHandler::init()
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{
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{
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screenHandlerInstance = std::make_unique<ScreenHandler>();
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screenHandlerInstance = std::make_unique<ScreenHandler>();
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shortcutsHandlerInstance = std::make_unique<ShortcutHandler>();
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shortcutsHandlerInstance = std::make_unique<ShortcutHandler>();
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mainFPSmng = new CFramerateManager(settings["video"]["targetfps"].Integer());
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framerateManagerInstance = std::make_unique<FramerateManager>(settings["video"]["targetfps"].Integer());
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isPointerRelativeMode = settings["general"]["userRelativePointer"].Bool();
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isPointerRelativeMode = settings["general"]["userRelativePointer"].Bool();
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pointerSpeedMultiplier = settings["general"]["relativePointerSpeedMultiplier"].Float();
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pointerSpeedMultiplier = settings["general"]["relativePointerSpeedMultiplier"].Float();
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@@ -193,7 +194,7 @@ void CGuiHandler::totalRedraw()
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void CGuiHandler::updateTime()
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void CGuiHandler::updateTime()
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{
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{
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int ms = mainFPSmng->getElapsedMilliseconds();
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int ms = framerateManagerInstance->getElapsedMilliseconds();
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std::list<CIntObject*> hlp = timeinterested;
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std::list<CIntObject*> hlp = timeinterested;
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for (auto & elem : hlp)
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for (auto & elem : hlp)
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{
|
{
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@@ -692,10 +693,9 @@ void CGuiHandler::renderFrame()
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disposed.clear();
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disposed.clear();
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}
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}
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mainFPSmng->framerateDelay(); // holds a constant FPS
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framerateManagerInstance->framerateDelay(); // holds a constant FPS
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}
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}
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|
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|
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CGuiHandler::CGuiHandler()
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CGuiHandler::CGuiHandler()
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: lastClick(-500, -500)
|
: lastClick(-500, -500)
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, lastClickTime(0)
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, lastClickTime(0)
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@@ -705,7 +705,6 @@ CGuiHandler::CGuiHandler()
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, mouseButtonsMask(0)
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, mouseButtonsMask(0)
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, continueEventHandling(true)
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, continueEventHandling(true)
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, curInt(nullptr)
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, curInt(nullptr)
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, mainFPSmng(nullptr)
|
|
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, statusbar(nullptr)
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, statusbar(nullptr)
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{
|
{
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terminate_cond = new CondSh<bool>(false);
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terminate_cond = new CondSh<bool>(false);
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@@ -713,7 +712,6 @@ CGuiHandler::CGuiHandler()
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|
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CGuiHandler::~CGuiHandler()
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CGuiHandler::~CGuiHandler()
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{
|
{
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delete mainFPSmng;
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delete terminate_cond;
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delete terminate_cond;
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}
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}
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|
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@@ -722,6 +720,11 @@ ShortcutHandler & CGuiHandler::shortcutsHandler()
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return *shortcutsHandlerInstance;
|
return *shortcutsHandlerInstance;
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}
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}
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|
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|
FramerateManager & CGuiHandler::framerateManager()
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|
{
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return *framerateManagerInstance;
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|
}
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|
|
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void CGuiHandler::moveCursorToPosition(const Point & position)
|
void CGuiHandler::moveCursorToPosition(const Point & position)
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{
|
{
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SDL_WarpMouseInWindow(mainWindow, position.x, position.y);
|
SDL_WarpMouseInWindow(mainWindow, position.x, position.y);
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@@ -756,6 +759,11 @@ const Point & CGuiHandler::getCursorPosition() const
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return cursorPosition;
|
return cursorPosition;
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}
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}
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|
|
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|
uint32_t CGuiHandler::getFrameDeltaMilliseconds() const
|
||||||
|
{
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|
return framerateManagerInstance->getElapsedMilliseconds();
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|
}
|
||||||
|
|
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Point CGuiHandler::screenDimensions() const
|
Point CGuiHandler::screenDimensions() const
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{
|
{
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return Point(screen->w, screen->h);
|
return Point(screen->w, screen->h);
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@@ -783,7 +791,7 @@ void CGuiHandler::drawFPSCounter()
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|||||||
static SDL_Rect overlay = { 0, 0, 64, 32};
|
static SDL_Rect overlay = { 0, 0, 64, 32};
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uint32_t black = SDL_MapRGB(screen->format, 10, 10, 10);
|
uint32_t black = SDL_MapRGB(screen->format, 10, 10, 10);
|
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SDL_FillRect(screen, &overlay, black);
|
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));
|
graphics->fonts[FONT_BIG]->renderTextLeft(screen, fps, Colors::YELLOW, Point(10, 10));
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -823,55 +831,3 @@ void CGuiHandler::onScreenResize()
|
|||||||
|
|
||||||
totalRedraw();
|
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;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|||||||
@@ -23,7 +23,7 @@ union SDL_Event;
|
|||||||
struct SDL_MouseMotionEvent;
|
struct SDL_MouseMotionEvent;
|
||||||
|
|
||||||
class ShortcutHandler;
|
class ShortcutHandler;
|
||||||
class CFramerateManager;
|
class FramerateManager;
|
||||||
class IStatusBar;
|
class IStatusBar;
|
||||||
class CIntObject;
|
class CIntObject;
|
||||||
class IUpdateable;
|
class IUpdateable;
|
||||||
@@ -44,32 +44,11 @@ enum class EUserEvent
|
|||||||
FORCE_QUIT, //quit client without question
|
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
|
// Handles GUI logic and drawing
|
||||||
class CGuiHandler
|
class CGuiHandler
|
||||||
{
|
{
|
||||||
public:
|
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::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;
|
std::shared_ptr<IStatusBar> statusbar;
|
||||||
|
|
||||||
@@ -97,6 +76,7 @@ private:
|
|||||||
CIntObjectList textInterested;
|
CIntObjectList textInterested;
|
||||||
|
|
||||||
std::unique_ptr<IScreenHandler> screenHandlerInstance;
|
std::unique_ptr<IScreenHandler> screenHandlerInstance;
|
||||||
|
std::unique_ptr<FramerateManager> framerateManagerInstance;
|
||||||
|
|
||||||
void handleMouseButtonClick(CIntObjectList & interestedObjs, MouseButton btn, bool isPressed);
|
void handleMouseButtonClick(CIntObjectList & interestedObjs, MouseButton btn, bool isPressed);
|
||||||
void processLists(const ui16 activityFlag, std::function<void (std::list<CIntObject*> *)> cb);
|
void processLists(const ui16 activityFlag, std::function<void (std::list<CIntObject*> *)> cb);
|
||||||
@@ -117,7 +97,9 @@ public:
|
|||||||
const Point & getCursorPosition() const;
|
const Point & getCursorPosition() const;
|
||||||
|
|
||||||
ShortcutHandler & shortcutsHandler();
|
ShortcutHandler & shortcutsHandler();
|
||||||
|
FramerateManager & framerateManager();
|
||||||
|
|
||||||
|
uint32_t getFrameDeltaMilliseconds() const;
|
||||||
Point screenDimensions() const;
|
Point screenDimensions() const;
|
||||||
|
|
||||||
/// returns true if at least one mouse button is pressed
|
/// returns true if at least one mouse button is pressed
|
||||||
|
|||||||
@@ -250,7 +250,7 @@ void CursorHandler::updateSpellcastCursor()
|
|||||||
{
|
{
|
||||||
static const float frameDisplayDuration = 0.1f; // H3 uses 100 ms per frame
|
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;
|
size_t newFrame = frame;
|
||||||
|
|
||||||
while (frameTime >= frameDisplayDuration)
|
while (frameTime >= frameDisplayDuration)
|
||||||
|
|||||||
65
client/gui/FramerateManager.cpp
Normal file
65
client/gui/FramerateManager.cpp
Normal file
@@ -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;
|
||||||
|
}
|
||||||
|
}
|
||||||
31
client/gui/FramerateManager.h
Normal file
31
client/gui/FramerateManager.h
Normal file
@@ -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; };
|
||||||
|
};
|
||||||
@@ -66,13 +66,13 @@ void BasicMapView::render(Canvas & target, bool fullUpdate)
|
|||||||
|
|
||||||
void BasicMapView::show(SDL_Surface * to)
|
void BasicMapView::show(SDL_Surface * to)
|
||||||
{
|
{
|
||||||
controller->updateBefore(GH.mainFPSmng->getElapsedMilliseconds());
|
controller->updateBefore(GH.getFrameDeltaMilliseconds());
|
||||||
|
|
||||||
Canvas target(to);
|
Canvas target(to);
|
||||||
CSDL_Ext::CClipRectGuard guard(to, pos);
|
CSDL_Ext::CClipRectGuard guard(to, pos);
|
||||||
render(target, false);
|
render(target, false);
|
||||||
|
|
||||||
controller->updateAfter(GH.mainFPSmng->getElapsedMilliseconds());
|
controller->updateAfter(GH.getFrameDeltaMilliseconds());
|
||||||
}
|
}
|
||||||
|
|
||||||
void BasicMapView::showAll(SDL_Surface * to)
|
void BasicMapView::showAll(SDL_Surface * to)
|
||||||
|
|||||||
@@ -395,7 +395,7 @@ void CShowableAnim::show(SDL_Surface * to)
|
|||||||
if ((flags & PLAY_ONCE) && frame + 1 == last)
|
if ((flags & PLAY_ONCE) && frame + 1 == last)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
frameTimePassed += GH.mainFPSmng->getElapsedMilliseconds();
|
frameTimePassed += GH.getFrameDeltaMilliseconds();
|
||||||
|
|
||||||
if(frameTimePassed >= frameTimeTotal)
|
if(frameTimePassed >= frameTimeTotal)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -215,7 +215,7 @@ void CBuildingRect::show(SDL_Surface * to)
|
|||||||
}
|
}
|
||||||
|
|
||||||
if(stateTimeCounter < BUILD_ANIMATION_FINISHED_TIMEPOINT)
|
if(stateTimeCounter < BUILD_ANIMATION_FINISHED_TIMEPOINT)
|
||||||
stateTimeCounter += GH.mainFPSmng->getElapsedMilliseconds();
|
stateTimeCounter += GH.getFrameDeltaMilliseconds();
|
||||||
}
|
}
|
||||||
|
|
||||||
void CBuildingRect::showAll(SDL_Surface * to)
|
void CBuildingRect::showAll(SDL_Surface * to)
|
||||||
|
|||||||
Reference in New Issue
Block a user