//////////////////////////////////////////////////////////////////////////////// // Scorched3D (c) 2000-2004 // // This file is part of Scorched3D. // // Scorched3D 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. // // Scorched3D 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 Scorched3D; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA //////////////////////////////////////////////////////////////////////////////// #include #include #include FrameLimiter::FrameLimiter() { } FrameLimiter::~FrameLimiter() { } void FrameLimiter::dontLimitFrameTime() { unsigned int lastFrameTicks = frameTime_.getTicksDifference(); } void FrameLimiter::limitFrameTime() { unsigned int lastFrameTicks = frameTime_.getTicksDifference(); unsigned int wantedFramesPerSecond = (unsigned int) OptionsDisplay::instance()->getFramesPerSecondLimit(); unsigned int wantedTicksPerFrame = 1000 / wantedFramesPerSecond; if (wantedTicksPerFrame > lastFrameTicks) { SDL_Delay(wantedTicksPerFrame - lastFrameTicks); frameTime_.getTicksDifference(); // Remove time taken in delay } }