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scummvm-cursorfix/graphics/framelimiter.h
2026-02-02 04:50:13 +01:00

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4.6 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#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