Check and testing timming #865
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2 changed files with 12 additions and 9 deletions
13
src/core.c
13
src/core.c
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@ -1279,13 +1279,15 @@ void EndDrawing(void)
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Wait((float)(targetTime - frameTime)*1000.0f);
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currentTime = GetTime();
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double extraTime = currentTime - previousTime;
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double waitTime = currentTime - previousTime;
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previousTime = currentTime;
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frameTime += extraTime;
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}
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frameTime += waitTime; // Total frame time: update + draw + wait
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return;
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//SetWindowTitle(FormatText("Update: %f, Draw: %f, Req.Wait: %f, Real.Wait: %f, Total: %f, Target: %f\n",
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// (float)updateTime, (float)drawTime, (float)(targetTime - (updateTime + drawTime)),
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// (float)waitTime, (float)frameTime, (float)targetTime));
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}
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}
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// Initialize 2D mode with custom camera (2D)
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@ -1588,13 +1590,12 @@ void SetTargetFPS(int fps)
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// Returns current FPS
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int GetFPS(void)
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{
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return (int)(1.0f/GetFrameTime());
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return (int)roundf(1.0f/GetFrameTime());
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}
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// Returns time in seconds for last frame drawn
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float GetFrameTime(void)
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{
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// NOTE: We round value to milliseconds
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return (float)frameTime;
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}
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@ -759,7 +759,7 @@ void UnloadFont(Font font)
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// NOTE: Uses default font
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void DrawFPS(int posX, int posY)
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{
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// NOTE: We are rendering fps every second for better viewing on high framerates
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// NOTE: We are rendering fps every certain time for better viewing on high framerates
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static int fps = 0;
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static int counter = 0;
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@ -773,6 +773,8 @@ void DrawFPS(int posX, int posY)
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counter = 0;
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}
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// TODO: Find a better way to calculate FPS, maybe calculate the mean of multiple measures?
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// NOTE: We have rounding errors every frame, so it oscillates a lot
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DrawText(TextFormat("%2i FPS", fps), posX, posY, 20, LIME);
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}
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