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Share FpsControl code between game and menu
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commit
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5 changed files with 70 additions and 123 deletions
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@ -650,20 +650,6 @@ public:
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const static float object_hit_delay = 0.2;
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struct FpsControl {
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FpsControl() : last_time(0), busy_time(0), sleep_time(0) {}
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void reset();
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void limit(IrrlichtDevice *device, f32 *dtime);
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u32 getBusyMs() const { return busy_time / 1000; }
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// all values in microseconds (us)
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u64 last_time, busy_time, sleep_time;
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};
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/* The reason the following structs are not anonymous structs within the
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* class is that they are not used by the majority of member functions and
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* many functions that do require objects of thse types do not modify them
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@ -1201,7 +1187,7 @@ void Game::run()
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// Calculate dtime =
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// m_rendering_engine->run() from this iteration
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// + Sleep time until the wanted FPS are reached
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draw_times.limit(device, &dtime);
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draw_times.limit(device, &dtime, g_menumgr.pausesGame());
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const auto current_dynamic_info = ClientDynamicInfo::getCurrent();
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if (!current_dynamic_info.equal(client_display_info)) {
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@ -4330,48 +4316,6 @@ void Game::drawScene(ProfilerGraph *graph, RunStats *stats)
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Misc
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****************************************************************************/
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void FpsControl::reset()
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{
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last_time = porting::getTimeUs();
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}
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/*
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* On some computers framerate doesn't seem to be automatically limited
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*/
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void FpsControl::limit(IrrlichtDevice *device, f32 *dtime)
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{
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const float fps_limit = (device->isWindowFocused() && !g_menumgr.pausesGame())
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? g_settings->getFloat("fps_max")
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: g_settings->getFloat("fps_max_unfocused");
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const u64 frametime_min = 1000000.0f / std::max(fps_limit, 1.0f);
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u64 time = porting::getTimeUs();
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if (time > last_time) // Make sure time hasn't overflowed
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busy_time = time - last_time;
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else
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busy_time = 0;
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if (busy_time < frametime_min) {
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sleep_time = frametime_min - busy_time;
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if (sleep_time > 0)
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sleep_us(sleep_time);
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} else {
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sleep_time = 0;
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}
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// Read the timer again to accurately determine how long we actually slept,
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// rather than calculating it by adding sleep_time to time.
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time = porting::getTimeUs();
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if (time > last_time) // Make sure last_time hasn't overflowed
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*dtime = (time - last_time) / 1000000.0f;
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else
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*dtime = 0;
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last_time = time;
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}
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void Game::showOverlayMessage(const char *msg, float dtime, int percent, bool draw_sky)
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{
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m_rendering_engine->draw_load_screen(wstrgettext(msg), guienv, texture_src,
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