/* * Copyright (c) 2010-2015 OTClient * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ #ifndef ADAPTATIVEFRAMECOUNTER_H #define ADAPTATIVEFRAMECOUNTER_H #include /** * Class that help counting and limiting frames per second in a application, * to make fps limit work as desired, this class requires 2 platforms prerequisites: * - the platform must have timer with a precision of at least 1ms * - the platform sleep must have a precision of at least 4ms */ class AdaptativeFrameCounter { public: enum { // 4ms because most platforms has kernel timer of 250Hz MINIMUM_MICROS_SLEEP = 4000 }; AdaptativeFrameCounter(); bool shouldProcessNextFrame(); void processNextFrame(); bool update(); void setMaxFps(int maxFps); bool isFpsLimitActive() { return m_maxFps != 0; } int getMaximumSleepMicros(); float getFrameDelayHit(); int getLastFps() { return m_lastFps; } int getPartialFps() { return (int)m_partialFps; } int getMaxFps() { return m_maxFps; } int getFrames() { return m_frames; } float getMediumFrameDelay() { return m_mediumFrameDelay; } private: int m_frames; int m_partialFrames; float m_partialFps; float m_maxPartialFps; ticks_t m_frameDelaySum; ticks_t m_mediumFrameDelay; ticks_t m_lastFrame; int m_lastFps; int m_maxFps; ticks_t m_bestFrameDelay; ticks_t m_lastFpsUpdate; ticks_t m_lastPartialFpsUpdate; float m_sleepMicros; }; #endif