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make fps update less often in hud

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jacob1 committed Jun 5, 2018
1 parent 01b9a7c commit 53f6807ea6f35d06ba57ed11c17fe431b8241789
Showing with 8 additions and 7 deletions.
  1. +8 −3 src/PowderToySDL.cpp
  2. +0 −3 src/gui/game/GameView.cpp
  3. +0 −1 src/gui/interface/Engine.h
@@ -286,7 +286,8 @@ std::map<ByteString, ByteString> readArguments(int argc, char * argv[])

int elapsedTime = 0, currentTime = 0, lastTime = 0, currentFrame = 0;
unsigned int lastTick = 0;
float fps = 0, delta = 1.0f;
unsigned int lastFpsUpdate = 0;
float fps = 0;
ui::Engine * engine = NULL;
bool showDoubleScreenDialog = false;
float currentWidth, currentHeight;
@@ -465,8 +466,12 @@ void EngineProcess()
}
int correctedFrameTime = SDL_GetTicks() - frameStart;
correctedFrameTimeAvg = correctedFrameTimeAvg * 0.95 + correctedFrameTime * 0.05;
engine->SetFps(1000.0 / correctedFrameTimeAvg);
if(frameStart - lastTick > 1000)
if (frameStart - lastFpsUpdate > 200)
{
engine->SetFps(1000.0 / correctedFrameTimeAvg);
lastFpsUpdate = frameStart;
}
if (frameStart - lastTick > 1000)
{
//Run client tick every second
lastTick = frameStart;
@@ -2420,9 +2420,6 @@ void GameView::OnDraw()
//FPS and some version info
StringBuilder fpsInfo;
fpsInfo << Format::Precision(2) << "FPS: " << ui::Engine::Ref().GetFps();
#ifdef DEBUG
fpsInfo << " Delta: " << ui::Engine::Ref().GetDelta();
#endif

if (showDebug)
{
@@ -60,7 +60,6 @@ namespace ui

void SetFps(float fps);
inline float GetFps() { return fps; }
inline float GetDelta() { return dt; }

inline int GetMouseButton() { return mouseb_; }
inline int GetMouseX() { return mousex_; }

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