/* 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. * * $URL$ * $Id$ * */ /* * This code is based on Broken Sword 2.5 engine * * Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer * * Licensed under GNU GPL v2 * */ #ifndef SWORD25_FRAMECOUNTER_H #define SWORD25_FRAMECOUNTER_H // Includes #include "sword25/kernel/common.h" namespace Sword25 { /** * A simple class that implements a frame counter */ class Framecounter { private: // TODO: This class should be rewritten based on Audio::Timestamp, // which provides higher accuracy and avoids using 64 bit data types. typedef unsigned long long uint64; typedef signed long long int64; enum { DEFAULT_UPDATE_FREQUENCY = 10 }; public: /** * Creates a new BS_Framecounter object * @param UpdateFrequency Specifies how often the frame counter should be updated in a sceond. * The default value is 10. */ Framecounter(int updateFrequency = DEFAULT_UPDATE_FREQUENCY); /** * Determines how often the frame counter should be updated in a second. * @param UpdateFrequency Specifies how often the frame counter should be updated in a second. */ inline void setUpdateFrequency(int updateFrequency); /** * This method must be called once per frame. */ void update(); /** * Returns the current FPS value. */ int getFPS() const { return _FPS; } private: int _FPS; int _FPSCount; int64 _lastUpdateTime; uint64 _updateDelay; }; // Inlines void Framecounter::setUpdateFrequency(int updateFrequency) { // Frequency in time (converted to microseconds) _updateDelay = 1000000 / updateFrequency; } } // End of namespace Sword25 #endif