/* * 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 /// Framerate manager controls current game frame rate by constantly trying to reach targeted frame rate class FramerateManager { using Clock = boost::chrono::high_resolution_clock; using TimePoint = Clock::time_point; using Duration = Clock::duration; /// cyclic buffer of durations of last frames std::array lastFrameTimes; Duration targetFrameTime; TimePoint lastTimePoint; /// index of last measured frome in lastFrameTimes array ui32 lastFrameIndex; bool vsyncEnabled; public: FramerateManager(int targetFramerate); /// must be called every frame /// updates framerate calculations and executes sleep to maintain target frame rate void framerateDelay(); /// returns duration of last frame in seconds ui32 getElapsedMilliseconds() const; /// returns current estimation of frame rate ui32 getFramerate() const; };