CGuiHandler.cpp 17 KB

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  1. /*
  2. * CGuiHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CGuiHandler.h"
  12. #include "../lib/CondSh.h"
  13. #include <SDL.h>
  14. #include "CIntObject.h"
  15. #include "CursorHandler.h"
  16. #include "../CGameInfo.h"
  17. #include "../../lib/CThreadHelper.h"
  18. #include "../../lib/CConfigHandler.h"
  19. #include "../CMT.h"
  20. #include "../CPlayerInterface.h"
  21. #include "../battle/BattleInterface.h"
  22. extern std::queue<SDL_Event> SDLEventsQueue;
  23. extern boost::mutex eventsM;
  24. boost::thread_specific_ptr<bool> inGuiThread;
  25. SObjectConstruction::SObjectConstruction(CIntObject *obj)
  26. :myObj(obj)
  27. {
  28. GH.createdObj.push_front(obj);
  29. GH.captureChildren = true;
  30. }
  31. SObjectConstruction::~SObjectConstruction()
  32. {
  33. assert(GH.createdObj.size());
  34. assert(GH.createdObj.front() == myObj);
  35. GH.createdObj.pop_front();
  36. GH.captureChildren = GH.createdObj.size();
  37. }
  38. SSetCaptureState::SSetCaptureState(bool allow, ui8 actions)
  39. {
  40. previousCapture = GH.captureChildren;
  41. GH.captureChildren = false;
  42. prevActions = GH.defActionsDef;
  43. GH.defActionsDef = actions;
  44. }
  45. SSetCaptureState::~SSetCaptureState()
  46. {
  47. GH.captureChildren = previousCapture;
  48. GH.defActionsDef = prevActions;
  49. }
  50. static inline void
  51. processList(const ui16 mask, const ui16 flag, std::list<CIntObject*> *lst, std::function<void (std::list<CIntObject*> *)> cb)
  52. {
  53. if (mask & flag)
  54. cb(lst);
  55. }
  56. void CGuiHandler::processLists(const ui16 activityFlag, std::function<void (std::list<CIntObject*> *)> cb)
  57. {
  58. processList(CIntObject::LCLICK,activityFlag,&lclickable,cb);
  59. processList(CIntObject::RCLICK,activityFlag,&rclickable,cb);
  60. processList(CIntObject::MCLICK,activityFlag,&mclickable,cb);
  61. processList(CIntObject::HOVER,activityFlag,&hoverable,cb);
  62. processList(CIntObject::MOVE,activityFlag,&motioninterested,cb);
  63. processList(CIntObject::KEYBOARD,activityFlag,&keyinterested,cb);
  64. processList(CIntObject::TIME,activityFlag,&timeinterested,cb);
  65. processList(CIntObject::WHEEL,activityFlag,&wheelInterested,cb);
  66. processList(CIntObject::DOUBLECLICK,activityFlag,&doubleClickInterested,cb);
  67. processList(CIntObject::TEXTINPUT,activityFlag,&textInterested,cb);
  68. }
  69. void CGuiHandler::handleElementActivate(CIntObject * elem, ui16 activityFlag)
  70. {
  71. processLists(activityFlag,[&](std::list<CIntObject*> * lst){
  72. lst->push_front(elem);
  73. });
  74. elem->active_m |= activityFlag;
  75. }
  76. void CGuiHandler::handleElementDeActivate(CIntObject * elem, ui16 activityFlag)
  77. {
  78. processLists(activityFlag,[&](std::list<CIntObject*> * lst){
  79. auto hlp = std::find(lst->begin(),lst->end(),elem);
  80. assert(hlp != lst->end());
  81. lst->erase(hlp);
  82. });
  83. elem->active_m &= ~activityFlag;
  84. }
  85. void CGuiHandler::popInt(std::shared_ptr<IShowActivatable> top)
  86. {
  87. assert(listInt.front() == top);
  88. top->deactivate();
  89. disposed.push_back(top);
  90. listInt.pop_front();
  91. objsToBlit -= top;
  92. if(!listInt.empty())
  93. listInt.front()->activate();
  94. totalRedraw();
  95. pushSDLEvent(SDL_USEREVENT, EUserEvent::INTERFACE_CHANGED);
  96. }
  97. void CGuiHandler::pushInt(std::shared_ptr<IShowActivatable> newInt)
  98. {
  99. assert(newInt);
  100. assert(!vstd::contains(listInt, newInt)); // do not add same object twice
  101. //a new interface will be present, we'll need to use buffer surface (unless it's advmapint that will alter screenBuf on activate anyway)
  102. screenBuf = screen2;
  103. if(!listInt.empty())
  104. listInt.front()->deactivate();
  105. listInt.push_front(newInt);
  106. CCS->curh->set(Cursor::Map::POINTER);
  107. newInt->activate();
  108. objsToBlit.push_back(newInt);
  109. totalRedraw();
  110. pushSDLEvent(SDL_USEREVENT, EUserEvent::INTERFACE_CHANGED);
  111. }
  112. void CGuiHandler::popInts(int howMany)
  113. {
  114. if(!howMany) return; //senseless but who knows...
  115. assert(listInt.size() >= howMany);
  116. listInt.front()->deactivate();
  117. for(int i=0; i < howMany; i++)
  118. {
  119. objsToBlit -= listInt.front();
  120. disposed.push_back(listInt.front());
  121. listInt.pop_front();
  122. }
  123. if(!listInt.empty())
  124. {
  125. listInt.front()->activate();
  126. totalRedraw();
  127. }
  128. fakeMouseMove();
  129. pushSDLEvent(SDL_USEREVENT, EUserEvent::INTERFACE_CHANGED);
  130. }
  131. std::shared_ptr<IShowActivatable> CGuiHandler::topInt()
  132. {
  133. if(listInt.empty())
  134. return std::shared_ptr<IShowActivatable>();
  135. else
  136. return listInt.front();
  137. }
  138. void CGuiHandler::totalRedraw()
  139. {
  140. #ifdef VCMI_ANDROID
  141. SDL_FillRect(screen2, NULL, SDL_MapRGB(screen2->format, 0, 0, 0));
  142. #endif
  143. for(auto & elem : objsToBlit)
  144. elem->showAll(screen2);
  145. blitAt(screen2,0,0,screen);
  146. }
  147. void CGuiHandler::updateTime()
  148. {
  149. int ms = mainFPSmng->getElapsedMilliseconds();
  150. std::list<CIntObject*> hlp = timeinterested;
  151. for (auto & elem : hlp)
  152. {
  153. if(!vstd::contains(timeinterested,elem)) continue;
  154. (elem)->onTimer(ms);
  155. }
  156. }
  157. void CGuiHandler::handleEvents()
  158. {
  159. //player interface may want special event handling
  160. if(nullptr != LOCPLINT && LOCPLINT->capturedAllEvents())
  161. return;
  162. boost::unique_lock<boost::mutex> lock(eventsM);
  163. while(!SDLEventsQueue.empty())
  164. {
  165. continueEventHandling = true;
  166. SDL_Event ev = SDLEventsQueue.front();
  167. current = &ev;
  168. SDLEventsQueue.pop();
  169. // In a sequence of mouse motion events, skip all but the last one.
  170. // This prevents freezes when every motion event takes longer to handle than interval at which
  171. // the events arrive (like dragging on the minimap in world view, with redraw at every event)
  172. // so that the events would start piling up faster than they can be processed.
  173. if ((ev.type == SDL_MOUSEMOTION) && !SDLEventsQueue.empty() && (SDLEventsQueue.front().type == SDL_MOUSEMOTION))
  174. continue;
  175. handleCurrentEvent();
  176. }
  177. }
  178. void CGuiHandler::handleCurrentEvent()
  179. {
  180. if(current->type == SDL_KEYDOWN || current->type == SDL_KEYUP)
  181. {
  182. SDL_KeyboardEvent key = current->key;
  183. if(current->type == SDL_KEYDOWN && key.keysym.sym >= SDLK_F1 && key.keysym.sym <= SDLK_F15 && settings["session"]["spectate"].Bool())
  184. {
  185. //TODO: we need some central place for all interface-independent hotkeys
  186. Settings s = settings.write["session"];
  187. switch(key.keysym.sym)
  188. {
  189. case SDLK_F5:
  190. if(settings["session"]["spectate-locked-pim"].Bool())
  191. LOCPLINT->pim->unlock();
  192. else
  193. LOCPLINT->pim->lock();
  194. s["spectate-locked-pim"].Bool() = !settings["session"]["spectate-locked-pim"].Bool();
  195. break;
  196. case SDLK_F6:
  197. s["spectate-ignore-hero"].Bool() = !settings["session"]["spectate-ignore-hero"].Bool();
  198. break;
  199. case SDLK_F7:
  200. s["spectate-skip-battle"].Bool() = !settings["session"]["spectate-skip-battle"].Bool();
  201. break;
  202. case SDLK_F8:
  203. s["spectate-skip-battle-result"].Bool() = !settings["session"]["spectate-skip-battle-result"].Bool();
  204. break;
  205. case SDLK_F9:
  206. //not working yet since CClient::run remain locked after BattleInterface removal
  207. // if(LOCPLINT->battleInt)
  208. // {
  209. // GH.popInts(1);
  210. // vstd::clear_pointer(LOCPLINT->battleInt);
  211. // }
  212. break;
  213. default:
  214. break;
  215. }
  216. return;
  217. }
  218. //translate numpad keys
  219. if(key.keysym.sym == SDLK_KP_ENTER)
  220. {
  221. key.keysym.sym = SDLK_RETURN;
  222. key.keysym.scancode = SDL_SCANCODE_RETURN;
  223. }
  224. bool keysCaptured = false;
  225. for(auto i = keyinterested.begin(); i != keyinterested.end() && continueEventHandling; i++)
  226. {
  227. if((*i)->captureThisEvent(key))
  228. {
  229. keysCaptured = true;
  230. break;
  231. }
  232. }
  233. std::list<CIntObject*> miCopy = keyinterested;
  234. for(auto i = miCopy.begin(); i != miCopy.end() && continueEventHandling; i++)
  235. if(vstd::contains(keyinterested,*i) && (!keysCaptured || (*i)->captureThisEvent(key)))
  236. (**i).keyPressed(key);
  237. }
  238. else if(current->type == SDL_MOUSEMOTION)
  239. {
  240. handleMouseMotion();
  241. }
  242. else if(current->type == SDL_MOUSEBUTTONDOWN)
  243. {
  244. switch(current->button.button)
  245. {
  246. case SDL_BUTTON_LEFT:
  247. if(lastClick == current->motion && (SDL_GetTicks() - lastClickTime) < 300)
  248. {
  249. std::list<CIntObject*> hlp = doubleClickInterested;
  250. for(auto i = hlp.begin(); i != hlp.end() && continueEventHandling; i++)
  251. {
  252. if(!vstd::contains(doubleClickInterested, *i)) continue;
  253. if(isItIn(&(*i)->pos, current->motion.x, current->motion.y))
  254. {
  255. (*i)->onDoubleClick();
  256. }
  257. }
  258. }
  259. lastClick = current->motion;
  260. lastClickTime = SDL_GetTicks();
  261. handleMouseButtonClick(lclickable, EIntObjMouseBtnType::LEFT, true);
  262. break;
  263. case SDL_BUTTON_RIGHT:
  264. handleMouseButtonClick(rclickable, EIntObjMouseBtnType::RIGHT, true);
  265. break;
  266. case SDL_BUTTON_MIDDLE:
  267. handleMouseButtonClick(mclickable, EIntObjMouseBtnType::MIDDLE, true);
  268. break;
  269. default:
  270. break;
  271. }
  272. }
  273. else if(current->type == SDL_MOUSEWHEEL)
  274. {
  275. std::list<CIntObject*> hlp = wheelInterested;
  276. for(auto i = hlp.begin(); i != hlp.end() && continueEventHandling; i++)
  277. {
  278. if(!vstd::contains(wheelInterested,*i)) continue;
  279. // SDL doesn't have the proper values for mouse positions on SDL_MOUSEWHEEL, refetch them
  280. int x = 0, y = 0;
  281. SDL_GetMouseState(&x, &y);
  282. (*i)->wheelScrolled(current->wheel.y < 0, isItIn(&(*i)->pos, x, y));
  283. }
  284. }
  285. else if(current->type == SDL_TEXTINPUT)
  286. {
  287. for(auto it : textInterested)
  288. {
  289. it->textInputed(current->text);
  290. }
  291. }
  292. else if(current->type == SDL_TEXTEDITING)
  293. {
  294. for(auto it : textInterested)
  295. {
  296. it->textEdited(current->edit);
  297. }
  298. }
  299. //todo: muiltitouch
  300. else if(current->type == SDL_MOUSEBUTTONUP)
  301. {
  302. switch(current->button.button)
  303. {
  304. case SDL_BUTTON_LEFT:
  305. handleMouseButtonClick(lclickable, EIntObjMouseBtnType::LEFT, false);
  306. break;
  307. case SDL_BUTTON_RIGHT:
  308. handleMouseButtonClick(rclickable, EIntObjMouseBtnType::RIGHT, false);
  309. break;
  310. case SDL_BUTTON_MIDDLE:
  311. handleMouseButtonClick(mclickable, EIntObjMouseBtnType::MIDDLE, false);
  312. break;
  313. }
  314. }
  315. current = nullptr;
  316. } //event end
  317. void CGuiHandler::handleMouseButtonClick(CIntObjectList & interestedObjs, EIntObjMouseBtnType btn, bool isPressed)
  318. {
  319. auto hlp = interestedObjs;
  320. for(auto i = hlp.begin(); i != hlp.end() && continueEventHandling; i++)
  321. {
  322. if(!vstd::contains(interestedObjs, *i)) continue;
  323. auto prev = (*i)->mouseState(btn);
  324. if(!isPressed)
  325. (*i)->updateMouseState(btn, isPressed);
  326. if(isItIn(&(*i)->pos, current->motion.x, current->motion.y))
  327. {
  328. if(isPressed)
  329. (*i)->updateMouseState(btn, isPressed);
  330. (*i)->click(btn, isPressed, prev);
  331. }
  332. else if(!isPressed)
  333. (*i)->click(btn, boost::logic::indeterminate, prev);
  334. }
  335. }
  336. void CGuiHandler::handleMouseMotion()
  337. {
  338. //sending active, hovered hoverable objects hover() call
  339. std::vector<CIntObject*> hlp;
  340. for(auto & elem : hoverable)
  341. {
  342. if(isItIn(&(elem)->pos, current->motion.x, current->motion.y))
  343. {
  344. if (!(elem)->hovered)
  345. hlp.push_back((elem));
  346. }
  347. else if ((elem)->hovered)
  348. {
  349. (elem)->hover(false);
  350. (elem)->hovered = false;
  351. }
  352. }
  353. for(auto & elem : hlp)
  354. {
  355. elem->hover(true);
  356. elem->hovered = true;
  357. }
  358. handleMoveInterested(current->motion);
  359. }
  360. void CGuiHandler::simpleRedraw()
  361. {
  362. //update only top interface and draw background
  363. if(objsToBlit.size() > 1)
  364. blitAt(screen2,0,0,screen); //blit background
  365. if(!objsToBlit.empty())
  366. objsToBlit.back()->show(screen); //blit active interface/window
  367. }
  368. void CGuiHandler::handleMoveInterested(const SDL_MouseMotionEvent & motion)
  369. {
  370. //sending active, MotionInterested objects mouseMoved() call
  371. std::list<CIntObject*> miCopy = motioninterested;
  372. for(auto & elem : miCopy)
  373. {
  374. if(elem->strongInterest || isItInOrLowerBounds(&elem->pos, motion.x, motion.y)) //checking lower bounds fixes bug #2476
  375. {
  376. (elem)->mouseMoved(motion);
  377. }
  378. }
  379. }
  380. void CGuiHandler::fakeMouseMove()
  381. {
  382. SDL_Event event;
  383. SDL_MouseMotionEvent sme = {SDL_MOUSEMOTION, 0, 0, 0, 0, 0, 0, 0, 0};
  384. int x, y;
  385. sme.state = SDL_GetMouseState(&x, &y);
  386. sme.x = x;
  387. sme.y = y;
  388. event.motion = sme;
  389. SDL_PushEvent(&event);
  390. }
  391. void CGuiHandler::renderFrame()
  392. {
  393. // Updating GUI requires locking pim mutex (that protects screen and GUI state).
  394. // During game:
  395. // When ending the game, the pim mutex might be hold by other thread,
  396. // that will notify us about the ending game by setting terminate_cond flag.
  397. //in PreGame terminate_cond stay false
  398. bool acquiredTheLockOnPim = false; //for tracking whether pim mutex locking succeeded
  399. while(!terminate_cond->get() && !(acquiredTheLockOnPim = CPlayerInterface::pim->try_lock())) //try acquiring long until it succeeds or we are told to terminate
  400. boost::this_thread::sleep(boost::posix_time::milliseconds(1));
  401. if(acquiredTheLockOnPim)
  402. {
  403. // If we are here, pim mutex has been successfully locked - let's store it in a safe RAII lock.
  404. boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim, boost::adopt_lock);
  405. if(nullptr != curInt)
  406. curInt->update();
  407. if(settings["general"]["showfps"].Bool())
  408. drawFPSCounter();
  409. SDL_UpdateTexture(screenTexture, nullptr, screen->pixels, screen->pitch);
  410. SDL_RenderClear(mainRenderer);
  411. SDL_RenderCopy(mainRenderer, screenTexture, nullptr, nullptr);
  412. CCS->curh->render();
  413. SDL_RenderPresent(mainRenderer);
  414. disposed.clear();
  415. }
  416. mainFPSmng->framerateDelay(); // holds a constant FPS
  417. }
  418. CGuiHandler::CGuiHandler()
  419. : lastClick(-500, -500),lastClickTime(0), defActionsDef(0), captureChildren(false)
  420. {
  421. continueEventHandling = true;
  422. curInt = nullptr;
  423. current = nullptr;
  424. statusbar = nullptr;
  425. // Creates the FPS manager and sets the framerate to 48 which is doubled the value of the original Heroes 3 FPS rate
  426. mainFPSmng = new CFramerateManager(60);
  427. //do not init CFramerateManager here --AVS
  428. terminate_cond = new CondSh<bool>(false);
  429. }
  430. CGuiHandler::~CGuiHandler()
  431. {
  432. delete mainFPSmng;
  433. delete terminate_cond;
  434. }
  435. void CGuiHandler::breakEventHandling()
  436. {
  437. continueEventHandling = false;
  438. }
  439. void CGuiHandler::drawFPSCounter()
  440. {
  441. const static SDL_Color yellow = {255, 255, 0, 0};
  442. static SDL_Rect overlay = { 0, 0, 64, 32};
  443. Uint32 black = SDL_MapRGB(screen->format, 10, 10, 10);
  444. SDL_FillRect(screen, &overlay, black);
  445. std::string fps = boost::lexical_cast<std::string>(mainFPSmng->fps);
  446. graphics->fonts[FONT_BIG]->renderTextLeft(screen, fps, yellow, Point(10, 10));
  447. }
  448. SDL_Keycode CGuiHandler::arrowToNum(SDL_Keycode key)
  449. {
  450. switch(key)
  451. {
  452. case SDLK_DOWN:
  453. return SDLK_KP_2;
  454. case SDLK_UP:
  455. return SDLK_KP_8;
  456. case SDLK_LEFT:
  457. return SDLK_KP_4;
  458. case SDLK_RIGHT:
  459. return SDLK_KP_6;
  460. default:
  461. throw std::runtime_error("Wrong key!");
  462. }
  463. }
  464. SDL_Keycode CGuiHandler::numToDigit(SDL_Keycode key)
  465. {
  466. #define REMOVE_KP(keyName) case SDLK_KP_ ## keyName : return SDLK_ ## keyName;
  467. switch(key)
  468. {
  469. REMOVE_KP(0)
  470. REMOVE_KP(1)
  471. REMOVE_KP(2)
  472. REMOVE_KP(3)
  473. REMOVE_KP(4)
  474. REMOVE_KP(5)
  475. REMOVE_KP(6)
  476. REMOVE_KP(7)
  477. REMOVE_KP(8)
  478. REMOVE_KP(9)
  479. REMOVE_KP(PERIOD)
  480. REMOVE_KP(MINUS)
  481. REMOVE_KP(PLUS)
  482. REMOVE_KP(EQUALS)
  483. case SDLK_KP_MULTIPLY:
  484. return SDLK_ASTERISK;
  485. case SDLK_KP_DIVIDE:
  486. return SDLK_SLASH;
  487. case SDLK_KP_ENTER:
  488. return SDLK_RETURN;
  489. default:
  490. return SDLK_UNKNOWN;
  491. }
  492. #undef REMOVE_KP
  493. }
  494. bool CGuiHandler::isNumKey(SDL_Keycode key, bool number)
  495. {
  496. if(number)
  497. return key >= SDLK_KP_1 && key <= SDLK_KP_0;
  498. else
  499. return (key >= SDLK_KP_1 && key <= SDLK_KP_0) || key == SDLK_KP_MINUS || key == SDLK_KP_PLUS || key == SDLK_KP_EQUALS;
  500. }
  501. bool CGuiHandler::isArrowKey(SDL_Keycode key)
  502. {
  503. return key == SDLK_UP || key == SDLK_DOWN || key == SDLK_LEFT || key == SDLK_RIGHT;
  504. }
  505. bool CGuiHandler::amIGuiThread()
  506. {
  507. return inGuiThread.get() && *inGuiThread;
  508. }
  509. void CGuiHandler::pushSDLEvent(int type, int usercode)
  510. {
  511. SDL_Event event;
  512. event.type = type;
  513. event.user.code = usercode; // not necessarily used
  514. SDL_PushEvent(&event);
  515. }
  516. CFramerateManager::CFramerateManager(int rate)
  517. {
  518. this->rate = rate;
  519. this->rateticks = (1000.0 / rate);
  520. this->fps = 0;
  521. this->accumulatedFrames = 0;
  522. this->accumulatedTime = 0;
  523. this->lastticks = 0;
  524. this->timeElapsed = 0;
  525. }
  526. void CFramerateManager::init()
  527. {
  528. this->lastticks = SDL_GetTicks();
  529. }
  530. void CFramerateManager::framerateDelay()
  531. {
  532. ui32 currentTicks = SDL_GetTicks();
  533. timeElapsed = currentTicks - lastticks;
  534. accumulatedFrames++;
  535. // FPS is higher than it should be, then wait some time
  536. if(timeElapsed < rateticks)
  537. {
  538. SDL_Delay((Uint32)ceil(this->rateticks) - timeElapsed);
  539. }
  540. currentTicks = SDL_GetTicks();
  541. // recalculate timeElapsed for external calls via getElapsed()
  542. // limit it to 100 ms to avoid breaking animation in case of huge lag (e.g. triggered breakpoint)
  543. timeElapsed = std::min<ui32>(currentTicks - lastticks, 100);
  544. lastticks = SDL_GetTicks();
  545. accumulatedTime += timeElapsed;
  546. if(accumulatedFrames >= 100)
  547. {
  548. //about 2 second should be passed
  549. fps = static_cast<int>(ceil(1000.0 / (accumulatedTime / accumulatedFrames)));
  550. accumulatedTime = 0;
  551. accumulatedFrames = 0;
  552. }
  553. }