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

73 lines
2.4 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/>.
*
*/
#include "graphics/framelimiter.h"
#include "common/util.h"
namespace Graphics {
FrameLimiter::FrameLimiter(OSystem *system, const uint framerate, const bool deferToVsync) :
_system(system),
_deferToVsync(deferToVsync) {
initialize(framerate);
}
void FrameLimiter::initialize() {
_enabled = (_frameLimit != 0) && !(_deferToVsync && _system->getFeatureState(OSystem::kFeatureVSync));
_frameDuration = _frameLimit;
}
void FrameLimiter::initialize(const uint framerate) {
_frameLimit = (framerate > 0) ? 1000.0f / CLIP<uint>(framerate, 1, 120) : 0;
initialize();
}
uint FrameLimiter::startFrame() {
_now = _system->getMillis();
if (_frameStart != 0) {
_frameDuration = _now - _frameStart;
_drawDuration = _now - _drawStart;
}
_frameStart = _now;
return _frameDuration;
}
bool FrameLimiter::delayBeforeSwap() {
_now = _system->getMillis();
_loopDuration = _now - _frameStart;
if (_enabled) {
//_delay = _frameLimit - _loopDuration; // Original functionality, will tend to undershoot target framerate slightly due to finite screen.update() time.
_delay = _frameLimit - (_now - _drawStart); // Ensure that EXACTLY the specified frame duration has elapsed since last screen.update() was called.
if (_delay > 0)
_system->delayMillis(_delay);
}
_drawStart = _system->getMillis();
return (_delay < 0); // Check if frame is late
}
void FrameLimiter::pause(bool pause) {
if (!pause)
_frameStart = 0; // Ensure that the frame duration value is consistent when resuming
}
} // End of namespace Graphics