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#include "util_time.h"
static struct
{
float max_ticks_per_frame; //< cuantos ticks (tiempo demora) un frame
Uint32 counted_frames; //< cuantos frames han pasado
Uint32 start_ticks; //< ticks al iniciar la iteracion del loop
Uint32 beg_ticks; //< ticks desde el inicio del juego
Uint32 time_per_frame;
} TIME = {
1000.0f / 60.0f,
0, 0, 0, 0
};
void Time_Init()
{
TIME.beg_ticks = SDL_GetTicks();
}
void Time_Begin()
{
TIME.start_ticks = SDL_GetTicks();
}
float Time_End()
{
TIME.counted_frames += 1;
float FPS = TIME.counted_frames / ( (float)(SDL_GetTicks() - TIME.beg_ticks) / 1000.f );
float frameTicks = (float)(SDL_GetTicks() - TIME.start_ticks);
TIME.time_per_frame = frameTicks;
if(frameTicks < TIME.max_ticks_per_frame){
SDL_Delay( (Uint32)(TIME.max_ticks_per_frame - frameTicks) );
}
return FPS;
}
float Time_GetFrameTime()
{
return (float)TIME.time_per_frame / 1000.0f;
}
void Time_SetMaxFramesPerSecond(Uint32 frames)
{
TIME.max_ticks_per_frame = 1000.0f / (float)frames;
}
Uint32 Time_GetCountedFrames()
{
return TIME.counted_frames;
}
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