Implemented Wait()

Now program is halted (OS signal call) for required amount of time every
frame, so CPU usage drops to zero, instead of using a busy wait loop.
This commit is contained in:
Ray 2017-01-28 00:56:45 +01:00
parent 37a64df7b9
commit b681e8c277
3 changed files with 53 additions and 38 deletions

View file

@ -504,25 +504,8 @@ Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, float fontSize, i
// NOTE: Uses default font
void DrawFPS(int posX, int posY)
{
// NOTE: We are rendering fps every second for better viewing on high framerates
// TODO: Not working properly on ANDROID and RPI (for high framerates)
static float fps = 0.0f;
static int counter = 0;
static int refreshRate = 20;
if (counter < refreshRate)
{
counter++;
}
else
{
fps = GetFPS();
refreshRate = (int)fps;
counter = 0;
}
DrawText(FormatText("%2.0f FPS", fps), posX, posY, 20, LIME);
// NOTE: We have rounding errors every frame, so it oscillates a lot
DrawText(FormatText("%2i FPS", GetFPS()), posX, posY, 20, LIME);
}
//----------------------------------------------------------------------------------