/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #ifndef GFX_FRAMELIMITER_H #define GFX_FRAMELIMITER_H #include "common/system.h" namespace Graphics { /** * A framerate limiter * * Ensures the framerate does not exceed the specified value * by delaying until all of the timeslot allocated to the frame * is consumed. * Allows to curb CPU usage and have a stable framerate. * If deferToVsync is set true (default), framerate will only be limited to the set value when hardware vsync is inactive, otherwise it will track Vsync directly. * If deferToVsync is set false, framerate will always be limited to the set value, whether or not hardware vsync is active. * In order for hardware vsync status detection to work correctly, initialize() must be called AFTER initGraphics; see below. */ class FrameLimiter { public: FrameLimiter(OSystem *system, const uint framerate, const bool deferToVsync = true); /** * Always call this after instantiating Screen & calling initGraphics(), to ensure Vsync status is detected correctly! */ void initialize(); void initialize(const uint framerate); /** * Call immediately before starting game logic cycle, and immediately after previous screen->update(), if any. * Returns last frame duration. */ uint startFrame(); /** * Call immediately after game logic cycle is completed, and immediately before screen->update(). * If Vsync is inactive, will wait and return at the appropriate moment to call screen->update() in order to maintain the specified FPS. * If Vsync is active, will return immediately as screen->update() should automatically wait for the right moment. * Returns true if next frame is expected to be late. */ bool delayBeforeSwap(); void pause(bool pause); /** * Return duration of last whole frame, including game logic, frame limiter or Vsync delay (if any), and screen redraw time. * Specifically, this is the time between the last two successive startFrame() calls. */ uint getLastFrameDuration() const { return _frameDuration; } /** * Return duration of last screen update * If Vsync is inactive, this value will just be the duration of the redraw process itself; * If Vsync is active, this value will encompass both the redraw time AND the delay between presenting the frame to redraw and the screen redraw actually starting. */ uint getLastDrawDuration() const { return _drawDuration; } /** * Return duration of last game logic loop * Specifically, this is the time from when startFrame() was last called to when delayBeforeSwap() was last called */ uint getLastLoopDuration() const { return _loopDuration; } /** * If true, framelimiter is active and applying _system->delayMillis(delay) to maintain the specified FPS, if valid. * If false, framelimiter is inactive, either because supplied FPS was invalid or because Vsync is active. * delayBeforeSwap() should still be called even if inactive, in order to ensure timers are updated correctly. */ bool isEnabled() const { return _enabled; } private: OSystem *_system; bool _enabled; bool _deferToVsync; uint _frameStart = 0; // Time at which screen update completed and startFrame() was called; start of next cycle of game logic uint _frameLimit = 0; // Target frame duration to achieve specified FPS uint _frameDuration = 0; // Duration of previous frame between successive startFrame() calls; total game logic, delay (if any) and screen update time uint _drawStart = 0; // Time at which delayBeforeSwap() returns uint _drawDuration = 0; // Measured screen update time uint _loopDuration = 0; // Duration of last game logic cycle, from when startFrame() was called to when delayBeforeSwap() was called int _delay = 0; // Time to delay before returning from delayBeforeSwap() uint _now = 0; // Current time }; } // End of namespace Graphics #endif // GFX_FRAMELIMITER_H