Spectre/Game/FPSCounter: Use sp::Time
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2 changed files with 19 additions and 18 deletions
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@ -2,6 +2,8 @@
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#ifndef SPECTRE_FPS_COUNTER_H
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#define SPECTRE_FPS_COUNTER_H
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#include <Spectre/Math/Time.h>
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// Simple FPS counter.
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namespace sp {
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@ -19,7 +21,7 @@ public :
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// Set the update rate (in seconds).
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// How often the FPS should be sampled and calculated.
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void setUpdateRate(unsigned int seconds);
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void setUpdateRate(unsigned int rate);
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// Update the internal time measurment.
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bool update();
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@ -29,16 +31,16 @@ public :
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private :
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// Frame counter.
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// Number of frames since last update.
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unsigned int m_count;
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// time (in ms)
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unsigned int m_time;
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// Last time we updated the counter.
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Time m_time;
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// Update rate (in ms)
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unsigned int m_updateRate;
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// Update rate (at what interval should we update)
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Time m_updateRate;
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// Calculated fps.
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// Calculated Frames per second.
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float m_fps;
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};
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@ -5,9 +5,9 @@
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namespace sp {
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FPSCounter::FPSCounter() :
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m_fps (60.0f),
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m_updateRate (2000)
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m_fps (60.0f)
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{
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m_updateRate = Time::seconds(2);
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reset();
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}
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@ -21,14 +21,14 @@ float FPSCounter::getFPS() const
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return m_fps;
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}
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void FPSCounter::setUpdateRate(unsigned int ups)
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void FPSCounter::setUpdateRate(unsigned int rate)
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{
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// Clamp to 1.
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if (ups < 1) {
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ups = 1;
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if (rate < 1) {
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rate = 1;
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}
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m_updateRate = ups * 1000;
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m_updateRate = Time::seconds(rate);
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// Must reset the counter.
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reset();
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@ -36,12 +36,11 @@ void FPSCounter::setUpdateRate(unsigned int ups)
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bool FPSCounter::update()
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{
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unsigned int current = system::getMilliseconds();
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unsigned int elapsed = current - m_time;
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Time current = Time::milliseconds(system::getMilliseconds());
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Time elapsed = current - m_time;
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if (elapsed >= m_updateRate) {
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float fraction = m_count / ((float) elapsed);
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m_fps = fraction * 1000.f;
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m_fps = m_count / elapsed.seconds();
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m_time = current;
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m_count = 0;
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@ -52,7 +51,7 @@ bool FPSCounter::update()
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void FPSCounter::reset()
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{
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m_time = system::getMilliseconds();
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m_time = Time::milliseconds(system::getMilliseconds());
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m_count = 0;
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}
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