| 12345678910111213141516171819202122232425262728293031323334353637383940 | 
							- /*
 
-  * FramerateManager.h, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #pragma once
 
- /// Framerate manager controls current game frame rate by constantly trying to reach targeted frame rate
 
- class FramerateManager
 
- {
 
- 	using Clock = boost::chrono::high_resolution_clock;
 
- 	using TimePoint = Clock::time_point;
 
- 	using Duration = Clock::duration;
 
- 	/// cyclic buffer of durations of last frames
 
- 	std::array<Duration, 60> lastFrameTimes;
 
- 	Duration targetFrameTime;
 
- 	TimePoint lastTimePoint;
 
- 	/// index of last measured frome in lastFrameTimes array
 
- 	ui32 lastFrameIndex;
 
- public:
 
- 	FramerateManager(int targetFramerate);
 
- 	/// must be called every frame
 
- 	/// updates framerate calculations and executes sleep to maintain target frame rate
 
- 	void framerateDelay();
 
- 	/// returns duration of last frame in seconds
 
- 	ui32 getElapsedMilliseconds() const;
 
- 	/// returns current estimation of frame rate
 
- 	ui32 getFramerate() const;
 
- };
 
 
  |