deltatime window
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@@ -25,6 +25,7 @@ namespace Game {
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void run(std::stop_token stopToken);
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void setTargetUpdatesPerSecond(int target) { mTargetUpdatesPerSecond = target; }
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int getTargetUpdatesPerSecond() { return mTargetUpdatesPerSecond; }
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float getLastDelta() { return mLastDelta; }
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static void setSharedData(const std::string& key, std::string data);
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static std::string getSharedData(const std::string& key);
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@@ -34,5 +35,6 @@ namespace Game {
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int mTargetUpdatesPerSecond = TARGET_UPDATE_RATE;
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clock::time_point mLastUpdate;
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static std::unordered_map<std::string, std::string> mSharedStrings;
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float mLastDelta = 0.f;
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};
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}
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@@ -30,6 +30,8 @@ namespace Game {
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ERROR("Exception in GameManager thread: " << e.what());
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}
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mLastDelta = seconds;
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mLastUpdate = now;
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const auto elapsed = std::chrono::steady_clock::now() - frameStart;
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@@ -98,7 +98,8 @@ namespace Game::Window {
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auto elapsed = std::chrono::duration_cast<std::chrono::seconds>(now - mLastFPSTime).count();
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if (elapsed >= 1) {
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int fps = static_cast<int>(mFrameCount / elapsed);
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SDL_SetWindowTitle(mWindow, ("Game Window - FPS: " + std::to_string(fps)).c_str());
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std::string title = "Game Window - FPS: " + std::to_string(fps) + " : Update Time: " + std::to_string(mGameManager.getLastDelta());
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SDL_SetWindowTitle(mWindow, title.c_str());
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mFrameCount = 0;
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mLastFPSTime = now;
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}
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