Added a simple FPS counter and a place for assets

master
Mitchell Hansen 8 years ago
parent f6574d8bdc
commit 797738206d

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Width:  |  Height:  |  Size: 21 KiB

@ -1,12 +1,37 @@
#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp> #include <SFML/Graphics.hpp>
#include <iostream> #include <iostream>
#include <string>
#include <chrono> #include <chrono>
#include <random>
const int WINDOW_X = 600; const int WINDOW_X = 600;
const int WINDOW_Y = 800; const int WINDOW_Y = 800;
struct fps_counter {
public:
fps_counter(){
if(!f.loadFromFile("../assets/fonts/Arial.ttf")){
std::cout << "couldn't find the fallback Arial font "
"in ../assets/fonts/" << std::endl;
} else {
t.setFont(f);
}
}
void frame(double delta_time){
frame_count++;
fps_average += (delta_time - fps_average) / frame_count;
}
void draw(sf::RenderWindow *r){
t.setString(std::to_string(fps_average));
r->draw(t);
}
private:
sf::Font f;
sf::Text t;
int frame_count = 0;
double fps_average = 0;
};
float elap_time(){ float elap_time(){
static std::chrono::time_point<std::chrono::system_clock> start; static std::chrono::time_point<std::chrono::system_clock> start;
static bool started = false; static bool started = false;
@ -22,39 +47,70 @@ float elap_time(){
} }
int main() { int main() {
elap_time(); // Initialize the render window
std::mt19937 rng(time(NULL));
std::uniform_int_distribution<int> rgen(100, 400);
sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "SFML"); sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "SFML");
float step_size = 0.005f; // The step size in milliseconds between calls to Update()
double frame_time = 0.0, elapsed_time = 0.0, delta_time = 0.0, accumulator_time = 0.0, current_time = 0.0; // Lets set it to 16.6 milliseonds (60FPS)
float step_size = 0.0166f;
// Timekeeping values for the loop
double frame_time = 0.0,
elapsed_time = 0.0,
delta_time = 0.0,
accumulator_time = 0.0,
current_time = 0.0;
fps_counter fps;
while (window.isOpen()) { while (window.isOpen()) {
// Poll for events from the user
sf::Event event; sf::Event event;
while (window.pollEvent(event)) { while (window.pollEvent(event)) {
// If the user tries to exit the application via the GUI
if (event.type == sf::Event::Closed) if (event.type == sf::Event::Closed)
window.close(); window.close();
} }
// Get the elapsed time from the start of the application
elapsed_time = elap_time(); elapsed_time = elap_time();
// Find the time that passed between now and the last frame
delta_time = elapsed_time - current_time; delta_time = elapsed_time - current_time;
// Set the time for the next frame to use
current_time = elapsed_time; current_time = elapsed_time;
if (delta_time > 0.02f)
delta_time = 0.02f; // If the time between the last frame and now was too large (lag)
// cull the time to a more acceptable value. So instead of jumping large
// amounts when lagging, the app only jumps in set increments
if (delta_time > 0.05f)
delta_time = 0.05f;
// Add the frame time to the accumulator, a running total of time we
// need to account for in the application
accumulator_time += delta_time; accumulator_time += delta_time;
// While we have time to step
while ((accumulator_time - step_size) >= step_size) { while ((accumulator_time - step_size) >= step_size) {
// Take away a step from the accumulator
accumulator_time -= step_size; accumulator_time -= step_size;
// And update the application for the amount of time alotted for one step
// Update(step_size); // Update(step_size);
} }
// Rendering code goes here
window.clear(sf::Color::Black); window.clear(sf::Color::Black);
// Give the frame counter the frame time and draw the average frame time
fps.frame(delta_time);
fps.draw(&window);
window.display(); window.display();

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