scummvm/engines/sword25/gfx/framecounter.cpp
2010-10-19 20:51:21 +00:00

69 lines
2.1 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
/*
* This code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
*
* Licensed under GNU GPL v2
*
*/
#include "common/system.h"
#include "sword25/gfx/framecounter.h"
namespace Sword25 {
Framecounter::Framecounter(int updateFrequency) :
_FPS(0),
_FPSCount(0),
_lastUpdateTime(-1) {
setUpdateFrequency(updateFrequency);
}
void Framecounter::update() {
// Aktuellen Systemtimerstand auslesen
uint64 timer = g_system->getMillis() * 1000;
// Falls m_LastUpdateTime == -1 ist, wird der Frame-Counter zum ersten Mal aufgerufen und der aktuelle Systemtimer als erster
// Messzeitpunkt genommen.
if (_lastUpdateTime == -1)
_lastUpdateTime = timer;
else {
// Die Anzahl der Frames im aktuellen Messzeitraum wird erhöht.
_FPSCount++;
// Falls der Messzeitraum verstrichen ist, wird die durchschnittliche Framerate berechnet und ein neuer Messzeitraum begonnen.
if (timer - _lastUpdateTime >= _updateDelay) {
_FPS = static_cast<int>((1000000 * (uint64)_FPSCount) / (timer - _lastUpdateTime));
_lastUpdateTime = timer;
_FPSCount = 0;
}
}
}
} // End of namespace Sword25