You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: Core/GameEngine/Include/Common/FramePacer.h
+13-4Lines changed: 13 additions & 4 deletions
Original file line number
Diff line number
Diff line change
@@ -20,6 +20,9 @@
20
20
#include"Common/FrameRateLimit.h"
21
21
22
22
23
+
// TheSuperHackers @todo Use unsigned integers for fps values
24
+
// TheSuperHackers @todo Consolidate the GlobalData::m_useFpsLimit and FramePacer::m_enableFpsLimit
25
+
// TheSuperHackers @todo Implement new fast forward in here
23
26
classFramePacer
24
27
{
25
28
public:
@@ -36,8 +39,13 @@ class FramePacer
36
39
37
40
voidupdate(); ///< Signal that the app/render update is done and wait for the fps limit if applicable.
38
41
39
-
voidsetFramesPerSecondLimit( Int fps ); ///< Set the max update fps.
40
-
Int getFramesPerSecondLimit() const; ///< Get the max update fps.
42
+
voidsetFramesPerSecondLimit( Int fps ); ///< Set the update fps limit.
43
+
Int getFramesPerSecondLimit() const; ///< Get the update fps limit.
44
+
voidenableFramesPerSecondLimit( Bool enable ); ///< Enable or disable the update fps limit.
45
+
Bool isFramesPerSecondLimitEnabled() const; ///< Returns whether the fps limit is enabled here.
46
+
Bool isActualFramesPerSecondLimitEnabled() const; ///< Returns whether the fps limit is actually enabled when considering all game settings and setups.
47
+
Int getActualFramesPerSecondLimit() const; // Get the actual update fps limit.
48
+
41
49
Real getUpdateTime() const; ///< Get the last update delta time in seconds.
42
50
Real getUpdateFps() const; ///< Get the last update fps.
43
51
@@ -47,8 +55,8 @@ class FramePacer
47
55
Bool isGameHalted() const;
48
56
49
57
voidsetLogicTimeScaleFps( Int fps ); ///< Set the logic time scale fps and therefore scale the simulation time. Is capped by the max render fps and does not apply to network matches.
50
-
Int getLogicTimeScaleFps() const; ///< Get the raw logic time scale fps value.
51
-
voidenableLogicTimeScale( Bool enable ); ///< Enable the logic time scale setup. If disabled, the simulation time scale is bound to the render frame time or network update time.
58
+
Int getLogicTimeScaleFps() const; ///< Get the raw logic time scale fps value.
59
+
voidenableLogicTimeScale( Bool enable ); ///< Enable or disable the logic time scale setup. If disabled, the simulation time scale is bound to the render frame time or network update time.
52
60
Bool isLogicTimeScaleEnabled() const; ///< Check whether the logic time scale setup is enabled.
53
61
Int getActualLogicTimeScaleFps(LogicTimeQueryFlags flags = 0) const; ///< Get the real logic time scale fps, depending on the max render fps, network state and enabled state.
54
62
Real getActualLogicTimeScaleRatio(LogicTimeQueryFlags flags = 0) const; ///< Get the real logic time scale ratio, depending on the max render fps, network state and enabled state.
@@ -65,6 +73,7 @@ class FramePacer
65
73
66
74
Real m_updateTime; ///< Last update delta time in seconds
0 commit comments