Fixed some framerate issues
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@@ -62,7 +62,7 @@ void ClientApplication::Init() {
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if (SDL_Init(SDL_INIT_VIDEO)) {
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throw(std::runtime_error("Failed to initialize SDL"));
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}
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BaseScene::SetScreen(config.Int("screen.w"), config.Int("screen.h"), 0, (config.Bool("screen.f")) ? SDL_HWSURFACE|SDL_DOUBLEBUF : SDL_HWSURFACE);
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BaseScene::SetScreen(config.Int("screen.w"), config.Int("screen.h"), 0, (config.Bool("screen.f")) ? SDL_HWSURFACE|SDL_DOUBLEBUF|SDL_FULLSCREEN : SDL_HWSURFACE|SDL_DOUBLEBUF);
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//initialize SDL_net
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if (SDLNet_Init()) {
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@@ -77,7 +77,7 @@ void ClientApplication::Proc() {
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//prepare the time system
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typedef std::chrono::steady_clock Clock;
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Clock::duration delta(16 * Clock::duration::period::den / std::milli::den);
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std::chrono::duration<int, std::milli> delta(16);
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Clock::time_point simTime = Clock::now();
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Clock::time_point realTime;
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@@ -95,15 +95,12 @@ void ClientApplication::Proc() {
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//simulate game time
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while (simTime < realTime) {
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//call each user defined function
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activeScene->RunFrame(double(delta.count()) / Clock::duration::period::den);
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activeScene->RunFrame(double(delta.count()) / std::chrono::duration<int, std::milli>::period::den);
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simTime += delta;
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}
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//draw the game to the screen
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activeScene->RenderFrame();
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//give the computer a break
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SDL_Delay(10);
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}
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UnloadScene();
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@@ -121,7 +118,6 @@ void ClientApplication::Quit() {
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void ClientApplication::LoadScene(SceneList sceneIndex) {
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UnloadScene();
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switch(sceneIndex) {
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//add scene creation calls here
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case SceneList::FIRST:
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@@ -143,7 +139,6 @@ void ClientApplication::LoadScene(SceneList sceneIndex) {
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case SceneList::INCOMBAT:
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activeScene = new InCombat();
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break;
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default:
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throw(std::logic_error("Failed to recognize the scene index"));
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}
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@@ -133,6 +133,12 @@ void InWorld::FrameEnd() {
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//
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}
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void InWorld::RenderFrame() {
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// SDL_FillRect(GetScreen(), 0, 0);
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Render(GetScreen());
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SDL_Flip(GetScreen());
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}
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void InWorld::Render(SDL_Surface* const screen) {
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//draw the map
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ForNearbyRegions([&](Region* const region) {
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@@ -147,6 +153,10 @@ void InWorld::Render(SDL_Surface* const screen) {
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//draw UI
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disconnectButton.DrawTo(screen);
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shutDownButton.DrawTo(screen);
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font.DrawStringTo(to_string_custom(fps.GetFrameRate()), screen, 0, 0);
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fps.Calculate();
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}
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//-------------------------
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@@ -40,6 +40,7 @@
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//common
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#include "config_utility.hpp"
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#include "frame_rate.hpp"
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//client
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#include "base_scene.hpp"
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@@ -60,6 +61,7 @@ protected:
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void FrameStart();
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void Update(double delta);
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void FrameEnd();
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void RenderFrame();
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void Render(SDL_Surface* const);
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//Event handlers
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@@ -90,6 +92,7 @@ protected:
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//globals
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ConfigUtility& config;
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FrameRate fps;
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UDPNetworkUtility& network;
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int& clientIndex;
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@@ -0,0 +1,48 @@
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/* Copyright: (c) Kayne Ruse 2014
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#ifndef FRAMERATE_HPP_
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#define FRAMERATE_HPP_
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#include <chrono>
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class FrameRate {
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public:
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typedef std::chrono::high_resolution_clock Clock;
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FrameRate() = default;
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int Calculate() {
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frameCount++;
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if (Clock::now() - tick >= std::chrono::duration<int>(1)) {
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lastFrameRate = frameCount;
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frameCount = 0;
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tick = Clock::now();
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}
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return lastFrameRate;
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}
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int GetFrameRate() { return lastFrameRate; }
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private:
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int frameCount = 0;
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int lastFrameRate = 0;
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Clock::time_point tick = Clock::now();
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};
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#endif
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