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/*
* Copyright (c) 2010-2015 OTClient <https://github.com/edubart/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 <framework/global.h>
/**
* 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