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| 1 | +# This file is part of NIT ( http://www.nitlanguage.org ). |
| 2 | +# |
| 3 | +# Licensed under the Apache License, Version 2.0 (the "License"); |
| 4 | +# you may not use this file except in compliance with the License. |
| 5 | +# You may obtain a copy of the License at |
| 6 | +# |
| 7 | +# http://www.apache.org/licenses/LICENSE-2.0 |
| 8 | +# |
| 9 | +# Unless required by applicable law or agreed to in writing, software |
| 10 | +# distributed under the License is distributed on an "AS IS" BASIS, |
| 11 | +# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| 12 | +# See the License for the specific language governing permissions and |
| 13 | +# limitations under the License. |
| 14 | + |
| 15 | +# Frame-rate control for applications |
| 16 | +module limit_fps |
| 17 | + |
| 18 | +import gamnit |
| 19 | +private import realtime |
| 20 | + |
| 21 | +redef class App |
| 22 | + # Limit the frame-rate to a given frequency |
| 23 | + # |
| 24 | + # This basically limits how much `frame_core` is called per second. |
| 25 | + # Zero (or a negative value) means no limit. |
| 26 | + # |
| 27 | + # Applications can modify this value even during the main-loop. |
| 28 | + var maximum_fps = 60.0 is writable |
| 29 | + |
| 30 | + # Current frame-rate |
| 31 | + # |
| 32 | + # Updated each 5 seconds. |
| 33 | + var current_fps = 0.0 |
| 34 | + |
| 35 | + redef fun frame_full |
| 36 | + do |
| 37 | + super |
| 38 | + limit_fps |
| 39 | + end |
| 40 | + |
| 41 | + # The clock for limit_fps |
| 42 | + private var clock = new Clock |
| 43 | + |
| 44 | + # Number of frames since the last deadline |
| 45 | + # |
| 46 | + # Used to compute `current_fps`. |
| 47 | + private var frame_count = 0 |
| 48 | + |
| 49 | + # Deadline used to compute `current_fps` |
| 50 | + private var frame_count_deadline = 0 |
| 51 | + |
| 52 | + # Check and sleep to maintain a frame-rate bellow `maximum_fps` |
| 53 | + # |
| 54 | + # Also periodically update `current_fps` |
| 55 | + # Is automatically called at the end of `full_frame`. |
| 56 | + fun limit_fps |
| 57 | + do |
| 58 | + var t = clock.total.sec |
| 59 | + if t >= frame_count_deadline then |
| 60 | + var cfps = frame_count.to_f / 5.0 |
| 61 | + self.current_fps = cfps |
| 62 | + frame_count = 0 |
| 63 | + frame_count_deadline = t + 5 |
| 64 | + end |
| 65 | + frame_count += 1 |
| 66 | + |
| 67 | + var mfps = maximum_fps |
| 68 | + if mfps <= 0.0 then return |
| 69 | + var lapse = clock.lapse |
| 70 | + var dt = lapse.to_f |
| 71 | + var target_dt = 1.0 / mfps |
| 72 | + if dt < target_dt then |
| 73 | + var sleep_t = target_dt - dt |
| 74 | + sleep_t.sleep |
| 75 | + clock.lapse |
| 76 | + end |
| 77 | + end |
| 78 | +end |
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