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Share FpsControl code between game and menu

This commit is contained in:
sfan5 2024-02-20 16:05:27 +01:00
parent 0c3a4cc7b9
commit 13a0e5fb4a
5 changed files with 70 additions and 123 deletions

View file

@ -650,20 +650,6 @@ public:
const static float object_hit_delay = 0.2;
struct FpsControl {
FpsControl() : last_time(0), busy_time(0), sleep_time(0) {}
void reset();
void limit(IrrlichtDevice *device, f32 *dtime);
u32 getBusyMs() const { return busy_time / 1000; }
// all values in microseconds (us)
u64 last_time, busy_time, sleep_time;
};
/* The reason the following structs are not anonymous structs within the
* class is that they are not used by the majority of member functions and
* many functions that do require objects of thse types do not modify them
@ -1201,7 +1187,7 @@ void Game::run()
// Calculate dtime =
// m_rendering_engine->run() from this iteration
// + Sleep time until the wanted FPS are reached
draw_times.limit(device, &dtime);
draw_times.limit(device, &dtime, g_menumgr.pausesGame());
const auto current_dynamic_info = ClientDynamicInfo::getCurrent();
if (!current_dynamic_info.equal(client_display_info)) {
@ -4330,48 +4316,6 @@ void Game::drawScene(ProfilerGraph *graph, RunStats *stats)
Misc
****************************************************************************/
void FpsControl::reset()
{
last_time = porting::getTimeUs();
}
/*
* On some computers framerate doesn't seem to be automatically limited
*/
void FpsControl::limit(IrrlichtDevice *device, f32 *dtime)
{
const float fps_limit = (device->isWindowFocused() && !g_menumgr.pausesGame())
? g_settings->getFloat("fps_max")
: g_settings->getFloat("fps_max_unfocused");
const u64 frametime_min = 1000000.0f / std::max(fps_limit, 1.0f);
u64 time = porting::getTimeUs();
if (time > last_time) // Make sure time hasn't overflowed
busy_time = time - last_time;
else
busy_time = 0;
if (busy_time < frametime_min) {
sleep_time = frametime_min - busy_time;
if (sleep_time > 0)
sleep_us(sleep_time);
} else {
sleep_time = 0;
}
// Read the timer again to accurately determine how long we actually slept,
// rather than calculating it by adding sleep_time to time.
time = porting::getTimeUs();
if (time > last_time) // Make sure last_time hasn't overflowed
*dtime = (time - last_time) / 1000000.0f;
else
*dtime = 0;
last_time = time;
}
void Game::showOverlayMessage(const char *msg, float dtime, int percent, bool draw_sky)
{
m_rendering_engine->draw_load_screen(wstrgettext(msg), guienv, texture_src,

View file

@ -44,6 +44,46 @@ RenderingEngine *RenderingEngine::s_singleton = nullptr;
const video::SColor RenderingEngine::MENU_SKY_COLOR = video::SColor(255, 140, 186, 250);
const float RenderingEngine::BASE_BLOOM_STRENGTH = 1.0f;
/* Helper stuff */
void FpsControl::reset()
{
last_time = porting::getTimeUs();
}
void FpsControl::limit(IrrlichtDevice *device, f32 *dtime, bool assume_paused)
{
const float fps_limit = (device->isWindowFocused() && !assume_paused)
? g_settings->getFloat("fps_max")
: g_settings->getFloat("fps_max_unfocused");
const u64 frametime_min = 1000000.0f / std::max(fps_limit, 1.0f);
u64 time = porting::getTimeUs();
if (time > last_time) // Make sure time hasn't overflowed
busy_time = time - last_time;
else
busy_time = 0;
if (busy_time < frametime_min) {
sleep_time = frametime_min - busy_time;
if (sleep_time > 0)
sleep_us(sleep_time);
} else {
sleep_time = 0;
}
// Read the timer again to accurately determine how long we actually slept,
// rather than calculating it by adding sleep_time to time.
time = porting::getTimeUs();
if (time > last_time) // Make sure last_time hasn't overflowed
*dtime = (time - last_time) / 1000000.0f;
else
*dtime = 0;
last_time = time;
}
static gui::GUISkin *createSkin(gui::IGUIEnvironment *environment,
gui::EGUI_SKIN_TYPE type, video::IVideoDriver *driver)
@ -66,7 +106,6 @@ static gui::GUISkin *createSkin(gui::IGUIEnvironment *environment,
return skin;
}
static std::optional<video::E_DRIVER_TYPE> chooseVideoDriver()
{
auto &&configured_name = g_settings->get("video_driver");
@ -106,6 +145,8 @@ static irr::IrrlichtDevice *createDevice(SIrrlichtCreationParameters params, std
throw std::runtime_error("Could not initialize the device with any supported video driver");
}
/* RenderingEngine class */
RenderingEngine::RenderingEngine(IEventReceiver *receiver)
{
sanity_check(!s_singleton);

View file

@ -46,6 +46,19 @@ class RenderingCore;
// Instead of a mechanism to disable fog we just set it to be really far away
#define FOG_RANGE_ALL (100000 * BS)
struct FpsControl {
FpsControl() : last_time(0), busy_time(0), sleep_time(0) {}
void reset();
void limit(IrrlichtDevice *device, f32 *dtime, bool assume_paused = false);
u32 getBusyMs() const { return busy_time / 1000; }
// all values in microseconds (us)
u64 last_time, busy_time, sleep_time;
};
class RenderingEngine
{
public:
@ -103,11 +116,6 @@ public:
return s_singleton->m_device;
}
u32 get_timer_time()
{
return m_device->getTimer()->getTime();
}
gui::IGUIEnvironment *get_gui_env()
{
return m_device->getGUIEnvironment();