mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-28 08:48:48 +02:00
02e429e973
Changes were reviewed manually
43 lines
1.1 KiB
C++
43 lines
1.1 KiB
C++
/*
|
|
* 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<Duration, 60> lastFrameTimes;
|
|
|
|
Duration targetFrameTime;
|
|
TimePoint lastTimePoint;
|
|
|
|
/// index of last measured from 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;
|
|
};
|