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authorBjørn Lindeijer <bjorn@lindeijer.nl>2006-09-11 23:04:05 +0000
committerBjørn Lindeijer <bjorn@lindeijer.nl>2006-09-11 23:04:05 +0000
commite496e082e38a8c962f23bfac7ce1fa7400ed3bf6 (patch)
tree978e4fe35382f5096d17e64a0ddc3caddf31f918 /src/game.cpp
parentabeaf0ce93dba357abf8130d62ae10a9f1a35452 (diff)
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Simplified fps limiting a bit and added some comments. Now based on
ConfigListener so that the fpslimit option doesn't need to be queried the whole time.
Diffstat (limited to 'src/game.cpp')
-rw-r--r--src/game.cpp49
1 files changed, 30 insertions, 19 deletions
diff --git a/src/game.cpp b/src/game.cpp
index 3008e9cf..a6057d07 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -278,6 +278,10 @@ Game::Game(Network *network):
SDL_AddTimer(10, nextTick, NULL); // Logic counter
SDL_AddTimer(1000, nextSecond, NULL); // Seconds counter
+ // Initialize frame limiting
+ config.addListener("fpslimit", this);
+ optionChanged("fpslimit");
+
// Initialize beings
beingManager->setPlayer(player_node);
player_node->setNetwork(network);
@@ -342,12 +346,23 @@ bool saveScreenshot(SDL_Surface *screenshot)
return ImageWriter::writePNG(screenshot, filename.str());
}
+void Game::optionChanged(const std::string &name)
+{
+ int fpsLimit = (int) config.getValue("fpslimit", 0);
+
+ // Calculate new minimum frame time
+ mMinFrameTime = fpsLimit ? 1000 / fpsLimit : 0;
+
+ // Reset draw time to current time
+ mDrawTime = tick_time * 10;
+}
+
void Game::logic()
{
+ // mDrawTime has a higher granularity than gameTime in order to be able to
+ // work with minimum frame durations in milliseconds.
int gameTime = tick_time;
- int drawTime = tick_time * 10;
- int delta = 0;
- int fpsLimit = 0;
+ mDrawTime = tick_time * 10;
while (!done)
{
@@ -359,35 +374,31 @@ void Game::logic()
gameTime++;
}
+ // This is done because at some point tick_time will wrap.
gameTime = tick_time;
- fpsLimit = (int)config.getValue("fpslimit", 60);
- delta = fpsLimit ? 1000 / fpsLimit : 0;
-
- // Update the screen when application is active, delay otherwise
- if (SDL_GetAppState() & SDL_APPACTIVE) {
- if (fpsLimit == 0) {
+ // Update the screen when application is active, delay otherwise.
+ if (SDL_GetAppState() & SDL_APPACTIVE)
+ {
+ // Draw a frame if either frames are not limited or enough time has
+ // passed since the last frame.
+ if (!mMinFrameTime ||
+ get_elapsed_time(mDrawTime / 10) > mMinFrameTime)
+ {
frame++;
engine->draw(graphics);
graphics->updateScreen();
- drawTime = tick_time * 10;
+ mDrawTime += mMinFrameTime;
}
else
{
- if (abs(tick_time * 10 - drawTime) <= delta) {
- SDL_Delay(10);
- } else {
- frame++;
- engine->draw(graphics);
- graphics->updateScreen();
- drawTime += delta;
- }
+ SDL_Delay(10);
}
}
else
{
SDL_Delay(10);
- drawTime = tick_time * 10;
+ mDrawTime = tick_time * 10;
}
// Handle network stuff