#include #include #include #include const int WINDOW_X = 600; 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(){ static std::chrono::time_point start; static bool started = false; if (!started){ start = std::chrono::system_clock::now(); started = true; } std::chrono::time_point now = std::chrono::system_clock::now(); std::chrono::duration elapsed_time = now - start; return elapsed_time.count(); } int main() { // Initialize the render window sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "SFML"); // The step size in milliseconds between calls to Update() // 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()) { // Poll for events from the user sf::Event event; while (window.pollEvent(event)) { // If the user tries to exit the application via the GUI if (event.type == sf::Event::Closed) window.close(); } // Get the elapsed time from the start of the application elapsed_time = elap_time(); // Find the time that passed between now and the last frame delta_time = elapsed_time - current_time; // Set the time for the next frame to use current_time = elapsed_time; // 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; // While we have time to step while ((accumulator_time - step_size) >= step_size) { // Take away a step from the accumulator accumulator_time -= step_size; // And update the application for the amount of time alotted for one step // Update(step_size); } // Rendering code goes here 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(); } return 0; }