Improve loop with fps control
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+23
-10
@@ -252,26 +252,35 @@ struct App {
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current_scene_id = scene_pool.acquire(loading_scene);
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}
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void loop() {
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const uint64_t TARGET_NS = 1e9 / 60;
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void set_fps(float fps) {
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this->fps = fps;
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target_frame_time = 1e9 / fps;
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}
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uint64_t time_a = window.get_time();
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uint64_t time_b = window.get_time();
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uint64_t get_fps() const {
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return fps;
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}
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void loop() {
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uint64_t frame_start = window.get_time();
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uint64_t frame_end = window.get_time();
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uint64_t previous_frame_end = 0;
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while (running) {
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time_a = window.get_time();
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uint64_t frame_time = time_a - time_b;
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frame_start = window.get_time();
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uint64_t frame_time = frame_start - frame_end;
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if (frame_time <= TARGET_NS) {
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if (frame_time <= target_frame_time) {
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struct timespec req;
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req.tv_sec = 0;
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req.tv_nsec = TARGET_NS - frame_time;
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req.tv_nsec = target_frame_time - frame_time;
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nanosleep(&req, nullptr);
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}
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time_b = window.get_time();
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previous_frame_end = frame_end;
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frame_end = window.get_time();
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uint64_t dt = window.delta_time();
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float dt = frame_end - previous_frame_end;
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Scene *scene = scene_pool[current_scene_id];
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@@ -329,6 +338,10 @@ struct App {
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window.clear();
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}
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}
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private:
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uint64_t fps = 60;
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uint64_t target_frame_time = 1e9 / fps;
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};
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} // namespace app
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@@ -1487,11 +1487,29 @@ static mrb_value scene_hash(mrb_state *mrb, mrb_value self) {
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static mrb_value app_run(mrb_state *mrb, mrb_value) {
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mrb_int width, height;
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mrb_value options_hash;
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char *title = nullptr;
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mrb_get_args(mrb, "iiz", &width, &height, &title);
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mrb_get_args(mrb, "iiz|H", &width, &height, &title, &options_hash);
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app_ = new app::App({(float)width, (float)height}, title);
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float fps = 60;
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if (!mrb_nil_p(options_hash))
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HASH_FLOAT(options_hash, fps, fps);
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app_->set_fps(fps);
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return mrb_nil_value();
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}
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static mrb_value app_fps_get(mrb_state *mrb, mrb_value) {
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return mrb_float_value(mrb, app_->get_fps());
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}
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static mrb_value app_fps_set(mrb_state *mrb, mrb_value) {
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mrb_float fps;
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mrb_get_args(mrb, "f", &fps);
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app_->set_fps(fps);
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return mrb_nil_value();
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}
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@@ -1750,9 +1768,11 @@ inline void setup() {
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ADD_METHOD(Scene, "elements", scene_elements, MRB_ARGS_NONE());
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DEF_MODULE(App);
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ADD_MODULE_METHOD(App, "run", app_run, MRB_ARGS_REQ(3));
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ADD_MODULE_METHOD(App, "run", app_run, MRB_ARGS_REQ(3) | MRB_ARGS_OPT(1));
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ADD_MODULE_METHOD(App, "start", app_start, MRB_ARGS_REQ(1));
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ADD_MODULE_METHOD(App, "switch_to", app_switch_to, MRB_ARGS_REQ(1));
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ADD_MODULE_METHOD(App, "fps=", app_fps_set, MRB_ARGS_REQ(1));
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ADD_MODULE_METHOD(App, "fps", app_fps_get, MRB_ARGS_NONE());
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ADD_MODULE_METHOD(App, "localize", app_localize, MRB_ARGS_REQ(3));
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ADD_MODULE_METHOD(App, "language=", app_language_set, MRB_ARGS_REQ(1));
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ADD_MODULE_METHOD(App, "language", app_language_get, MRB_ARGS_NONE());
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@@ -341,8 +341,7 @@ public:
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// Time
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uint64_t get_time(); // returns the time in nanoseconds since the window was created
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uint64_t delta_time(); // returns the time in nanoseconds since the last render call
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uint64_t get_time(); // returns the time in nanoseconds since the window was created
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private:
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// internal data and functions
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