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game_clock.cpp
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/*
* This file is part of EasyRPG Player.
*
* EasyRPG Player is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* EasyRPG Player is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with EasyRPG Player. If not, see <http://www.gnu.org/licenses/>.
*/
#include "game_clock.h"
#include "output.h"
#include <thread>
#include <cinttypes>
#include <algorithm>
constexpr bool Game_Clock::is_steady;
Game_Clock::Data Game_Clock::data;
// Damping factor fps computation.
static constexpr auto _fps_smooth = 2.0f / 121.0f;
Game_Clock::duration Game_Clock::OnNextFrame(time_point now) {
const auto mfa = std::chrono::duration_cast<duration>(data.max_frame_accumulator * data.speed);
const auto dt = now - data.frame_time;
data.frame_time = now;
data.frame_accumulator += std::chrono::duration_cast<duration>(dt * data.speed);
data.frame_accumulator = std::min(data.frame_accumulator, mfa);
const auto fps = (1.0f / std::chrono::duration<float>(dt).count());
data.fps = (data.fps * _fps_smooth) + (fps * (1.0f - _fps_smooth));
++data.frame;
return dt;
}
void Game_Clock::ResetFrame(time_point now, bool reset_frame_counter) {
data.frame_time = now;
data.frame_accumulator = {};
data.fps = 0.0;
if (reset_frame_counter) {
data.frame = 0;
}
}
void Game_Clock::logClockInfo() {
const char* period_name = "custom";
if (std::is_same<period,std::nano>::value) {
period_name = "ns";
} else if (std::is_same<period,std::micro>::value) {
period_name = "us";
} else if (std::is_same<period,std::milli>::value) {
period_name = "ms";
}
Output::Debug("Clock: {} steady={} period={} ({} / {})",
Name(),
is_steady,
period_name,
period::num,
period::den);
}