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/* 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
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