mirror of
https://github.com/libretro/scummvm.git
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75 lines
2.0 KiB
C++
75 lines
2.0 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "bladerunner/framelimiter.h"
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#include "bladerunner/bladerunner.h"
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#include "bladerunner/time.h"
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#include "common/debug.h"
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#include "common/system.h"
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namespace BladeRunner {
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Framelimiter::Framelimiter(BladeRunnerEngine *vm, uint fps) {
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_vm = vm;
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reset();
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if (fps > 0) {
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_enabled = true;
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_speedLimitMs = 1000 / fps;
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} else {
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_enabled = false;
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}
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_timeFrameStart = _vm->_time->currentSystem();
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}
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void Framelimiter::wait() {
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// TODO: when vsync will be supported, use it
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if (!_enabled) {
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return;
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}
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uint32 timeNow = _vm->_time->currentSystem();
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uint32 frameDuration = timeNow - _timeFrameStart;
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if (frameDuration < _speedLimitMs) {
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uint32 waittime = _speedLimitMs - frameDuration;
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if (_vm->_noDelayMillisFramelimiter) {
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while (_vm->_time->currentSystem() - timeNow < waittime) { }
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} else {
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_vm->_system->delayMillis(waittime);
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}
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timeNow += waittime;
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}
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// debug("frametime %i ms", timeNow - _timeFrameStart);
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// using _vm->_time->currentSystem() here is slower and causes some shutters
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_timeFrameStart = timeNow;
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}
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void Framelimiter::reset() {
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_timeFrameStart = 0u;
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}
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} // End of namespace BladeRunner
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