# This file is part of NIT ( http://www.nitlanguage.org ). # # Licensed under the Apache License, Version 2.0 (the "License"); # you may not use this file except in compliance with the License. # You may obtain a copy of the License at # # http://www.apache.org/licenses/LICENSE-2.0 # # Unless required by applicable law or agreed to in writing, software # distributed under the License is distributed on an "AS IS" BASIS, # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. # See the License for the specific language governing permissions and # limitations under the License. # Frame-rate control for applications module limit_fps import gamnit private import realtime redef class App # Limit the frame-rate to a given frequency # # This basically limits how much `frame_core` is called per second. # Zero (or a negative value) means no limit. # # Applications can modify this value even during the main-loop. var maximum_fps = 0.0 is writable # Current frame-rate # # Updated each 5 seconds, initialized at the value of `maximum_fps`. var current_fps: Float = maximum_fps is lazy redef fun frame_full do super limit_fps end # The clock for limit_fps private var clock = new Clock # Number of frames since the last deadline # # Used to compute `current_fps`. private var frame_count = 0 # Deadline used to compute `current_fps` private var frame_count_deadline = 5.0 # Check and sleep to maintain a frame-rate bellow `maximum_fps` # # Also periodically update `current_fps` # Is automatically called at the end of `full_frame`. fun limit_fps do var t = clock.total if t >= frame_count_deadline then var cfps = frame_count.to_f / 5.0 self.current_fps = cfps frame_count = 0 frame_count_deadline = t + 5.0 end frame_count += 1 var mfps = maximum_fps if mfps <= 0.0 then return var lapse = clock.lapse var dt = lapse.to_f var target_dt = 1.0 / mfps if dt < target_dt then var sleep_t = target_dt - dt sleep_t.sleep clock.lapse end end end