/* 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 2 * 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, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #ifndef BLADERUNNER_FRAMELIMITER_H #define BLADERUNNER_FRAMELIMITER_H #include "bladerunner/bladerunner.h" namespace BladeRunner { enum FramelimiterFpsRate { kFramelimiterDisabled = 0, kFramelimiter15fps = 1, kFramelimiter25fps = 2, kFramelimiter30fps = 3, kFramelimiter60fps = 4, kFramelimiter120fps = 5 }; class BladeRunnerEngine; class Framelimiter { friend class Debugger; public: static const FramelimiterFpsRate kDefaultFpsRate = kFramelimiter60fps; static const bool kDefaultUseDelayMillis = true; private: BladeRunnerEngine *_vm; bool _forceScreenUpdate; uint32 _speedLimitMs; // A pass is when a tick or while loop that contains a potential screen update is repeated // it's essentially when the check is made for a screen update // Not every pass will necessarily result in a screen update (because that's the purpose of the frame limiter) // So the "_startFrameTime" is not always equal to "_timeOfCurrentPass" uint32 _timeOfLastPass; uint32 _timeOfCurrentPass; uint32 _startFrameTime; // is updated and valid, only if the current pass will result in a screen update (see method: shouldExecuteScreenUpdate()) uint32 _lastFrameDurationMs; // can be used for average FPS calculation and display purposes when frame limiter is enabled bool _enabled; bool _useDelayMs; // true: will use calls to delayMillis(), false: will use non-blocking software timer instead public: Framelimiter(BladeRunnerEngine *vm, FramelimiterFpsRate framerateMode, bool useDelayMs); ~Framelimiter(); // void pause(bool pause); void init(bool forceScreenUpdate = true); uint32 getLastFrameDuration() const; uint32 getTimeOfCurrentPass() const; uint32 getTimeOfLastPass() const; bool shouldExecuteScreenUpdate(); void postScreenUpdate(); private: void reset(); }; } // End of namespace BladeRunner #endif