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https://github.com/libretro/scummvm.git
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89 lines
2.8 KiB
C++
89 lines
2.8 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef BLADERUNNER_FRAMELIMITER_H
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#define BLADERUNNER_FRAMELIMITER_H
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#include "bladerunner/bladerunner.h"
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namespace BladeRunner {
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enum FramelimiterFpsRate {
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kFramelimiterDisabled = 0,
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kFramelimiter15fps = 1,
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kFramelimiter25fps = 2,
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kFramelimiter30fps = 3,
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kFramelimiter60fps = 4,
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kFramelimiter120fps = 5
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};
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class BladeRunnerEngine;
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class Framelimiter {
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friend class Debugger;
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public:
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static const FramelimiterFpsRate kDefaultFpsRate = kFramelimiter60fps;
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static const bool kDefaultUseDelayMillis = true;
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private:
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BladeRunnerEngine *_vm;
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bool _forceScreenUpdate;
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uint32 _speedLimitMs;
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// A pass is when a tick or while loop that contains a potential screen update is repeated
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// it's essentially when the check is made for a screen update
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// Not every pass will necessarily result in a screen update (because that's the purpose of the frame limiter)
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// So the "_startFrameTime" is not always equal to "_timeOfCurrentPass"
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uint32 _timeOfLastPass;
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uint32 _timeOfCurrentPass;
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uint32 _startFrameTime; // is updated and valid, only if the current pass will result in a screen update (see method: shouldExecuteScreenUpdate())
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uint32 _lastFrameDurationMs; // can be used for average FPS calculation and display purposes when frame limiter is enabled
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bool _enabled;
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bool _useDelayMs; // true: will use calls to delayMillis(), false: will use non-blocking software timer instead
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public:
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Framelimiter(BladeRunnerEngine *vm, FramelimiterFpsRate framerateMode, bool useDelayMs);
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~Framelimiter();
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// void pause(bool pause);
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void init(bool forceScreenUpdate = true);
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uint32 getLastFrameDuration() const;
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uint32 getTimeOfCurrentPass() const;
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uint32 getTimeOfLastPass() const;
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bool shouldExecuteScreenUpdate();
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void postScreenUpdate();
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private:
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void reset();
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};
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} // End of namespace BladeRunner
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#endif
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