Thinking about doing a simple scheduling system next. Perhaps tick tied to the step_size?

master
MitchellHansen 7 years ago
parent a280005bd9
commit 4d6cecc7e0

@ -34,8 +34,9 @@
// Srsly people who macro error codes are the devil // Srsly people who macro error codes are the devil
#undef ERROR #undef ERROR
#include "Logger.h" #include "Logger.h"
#include "FrameWatcher.h"
class Application { class Application: private Gui {
public: public:
const int WINDOW_X = 1536; const int WINDOW_X = 1536;
@ -71,6 +72,8 @@ private:
Input input_handler; Input input_handler;
std::shared_ptr<WindowHandler> window_handler; std::shared_ptr<WindowHandler> window_handler;
FrameWatcher frame_watcher;
// The sfml imgui wrapper I'm using requires Update be called with sf::Time // The sfml imgui wrapper I'm using requires Update be called with sf::Time
// Might modify it to also accept seconds // Might modify it to also accept seconds
sf::Clock sf_delta_clock; sf::Clock sf_delta_clock;
@ -90,4 +93,9 @@ private:
delta_time = 0.0, delta_time = 0.0,
accumulator_time = 0.0, accumulator_time = 0.0,
current_time = 0.0; current_time = 0.0;
public:
virtual void render_gui() override;
virtual void update_gui() override;
}; };

@ -0,0 +1,26 @@
class FrameWatcher {
public:
FrameWatcher();
~FrameWatcher();
void do_tick();
private:
float get_elapsed_time();
float step_size = 0.0166f;
double frame_time = 0.0;
double elapsed_time = 0.0;
double delta_time = 0.0;
double accumulator_time = 0.0;
double current_time = 0.0;
};

@ -42,7 +42,7 @@ private:
static std::list<Gui*> renderable_container; static std::list<Gui*> renderable_container;
protected: protected:
bool rendering = false; bool rendering = true;
// Derived class will handle imgui calls // Derived class will handle imgui calls
}; };

@ -110,17 +110,43 @@ bool Application::game_loop() {
// Time keeping // Time keeping
elapsed_time = elap_time(); elapsed_time = elap_time();
// time between this and the last frame
delta_time = elapsed_time - current_time; delta_time = elapsed_time - current_time;
// Setup the time for the next tick
current_time = elapsed_time; current_time = elapsed_time;
// If the delta exceeded 0.2f, then limit the max lag we'll allow
// 1 / float is how you get the fps. 0.2f == 5fps
if (delta_time > 0.2f) if (delta_time > 0.2f)
delta_time = 0.2f; delta_time = 0.2f;
// Add the the physics accumulator our delta
accumulator_time += delta_time; accumulator_time += delta_time;
// We want to keep our physics at a constant step size but we have a variable frame rate.
// 0.016 == physics preferred timestep
// 0.030 == average 30 fps frame rate
// we must run the physics step ~twice every render frame to keep consistency
int count = 0;
while ((accumulator_time - step_size) >= step_size) { while ((accumulator_time - step_size) >= step_size) {
count++;
accumulator_time -= step_size; accumulator_time -= step_size;
// do physics at step size rate
for (int i = 0; i < 1000; i++) {
int x = 9;
int r = i + x * 4;
current_time = elapsed_time;
}
// ==== DELTA TIME LOCKED ==== // ==== DELTA TIME LOCKED ====
} }
std::cout << count << "\n";
// ==== FPS LOCKED ==== // ==== FPS LOCKED ====
window->clear(sf::Color::Black); window->clear(sf::Color::Black);
@ -146,21 +172,31 @@ bool Application::game_loop() {
fps.draw(); fps.draw();
Gui::do_render(); Gui::do_render();
ImGui::Render();
ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar; // ImGUI messes up somthing in the SFML GL state, so we need a single draw call to right things
bool window_show = true; // then we can move on to flip the screen buffer via display
window->draw(sf::CircleShape(0));
window->display();
}
}
float Application::elap_time() {
static std::chrono::time_point<std::chrono::system_clock> start;
static bool started = false;
if (ImGui::BeginMenuBar()) if (!started) {
{ start = std::chrono::system_clock::now();
if (ImGui::BeginMenu("Menu")) started = true;
{
ImGui::Button("asdoifjasodif");
ImGui::EndMenu();
} }
ImGui::EndMenuBar();
std::chrono::time_point<std::chrono::system_clock> now = std::chrono::system_clock::now();
std::chrono::duration<double> elapsed_time = now - start;
return static_cast<float>(elapsed_time.count());
} }
void Application::render_gui() {
ImGui::Begin("Window"); ImGui::Begin("Window");
ImGui::InputText("filename", screenshot_buf, 128); ImGui::InputText("filename", screenshot_buf, 128);
if (ImGui::Button("Take Screen shot")) { if (ImGui::Button("Take Screen shot")) {
@ -191,69 +227,8 @@ bool Application::game_loop() {
} }
ImGui::End(); ImGui::End();
ImGui::Begin("Controller debugger");
ImDrawList* draw_list = ImGui::GetWindowDrawList();
static ImVec4 col = ImVec4(1.0f, 0.0f, 1.0f, 1.0f);
const ImVec2 p = ImGui::GetCursorScreenPos();
const ImU32 col32 = ImColor(col);
std::vector<float> axis_values = {
sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::X) / 2,
sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::Y) / 2,
sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::U) / 2,
sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::R) / 2,
sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::Z) / 2,
sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::V) / 2
};
ImGui::Columns(3, "Axis's"); // 4-ways, with border
ImGui::Separator();
ImGui::Text("X Y"); ImGui::NextColumn();
ImGui::Text("U R"); ImGui::NextColumn();
ImGui::Text("Z V"); ImGui::NextColumn();
ImGui::Separator();
for (int i = 0; i < 3; i++) {
float offset = ImGui::GetColumnWidth(i);
draw_list->AddLine(ImVec2(p.x + 0 + offset * i, p.y + 50), ImVec2(p.x + 100 + offset * i, p.y + 50), col32, 1.0);
draw_list->AddLine(ImVec2(p.x + 50 + offset * i, p.y + 0), ImVec2(p.x + 50 + offset * i, p.y + 100), col32, 1.0);
draw_list->AddCircleFilled(ImVec2(p.x + axis_values[2 * i] + 50 + offset * i, p.y + axis_values[2 * i + 1] + 50), 6, col32, 32);
ImGui::Dummy(ImVec2(100, 100));
ImGui::NextColumn();
} }
void Application::update_gui() {
ImGui::End();
//ImGui::ShowTestWindow();
ImGui::Render();
// ImGUI messes up somthing in the SFML GL state, so we need a single draw call to right things
// then we can move on to flip the screen buffer via display
window->draw(sf::CircleShape(0));
window->display();
}
}
float Application::elap_time() {
static std::chrono::time_point<std::chrono::system_clock> start;
static bool started = false;
if (!started) {
start = std::chrono::system_clock::now();
started = true;
}
std::chrono::time_point<std::chrono::system_clock> now = std::chrono::system_clock::now();
std::chrono::duration<double> elapsed_time = now - start;
return static_cast<float>(elapsed_time.count());
} }

@ -0,0 +1,48 @@
#include "FrameWatcher.h"
#include <chrono>
FrameWatcher::FrameWatcher() {
}
FrameWatcher::~FrameWatcher()
{
}
void FrameWatcher::do_tick() {
elapsed_time = get_elapsed_time();
delta_time = elapsed_time - current_time;
current_time = elapsed_time;
if (delta_time > 0.2f)
delta_time = 0.2f;
accumulator_time += delta_time;
while ((accumulator_time - step_size) >= step_size) {
accumulator_time -= step_size;
// ==== DELTA TIME LOCKED ====
}
}
float FrameWatcher::get_elapsed_time() {
static std::chrono::time_point<std::chrono::system_clock> start;
static bool started = false;
if (!started) {
start = std::chrono::system_clock::now();
started = true;
}
std::chrono::time_point<std::chrono::system_clock> now = std::chrono::system_clock::now();
std::chrono::duration<double> elapsed_time = now - start;
return static_cast<float>(elapsed_time.count());
}
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