Work on timming functions...
It seems Sleep() behaves weird on my computer, disabled by default returning to the busy wait loop... also re-implemented DrawFPS() to avoid frame blitting...
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3 changed files with 58 additions and 38 deletions
16
src/text.c
16
src/text.c
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@ -531,8 +531,22 @@ Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, float fontSize, i
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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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static int fps = 0;
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static int counter = 0;
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static int refreshRate = 20;
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if (counter < refreshRate) counter++;
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else
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{
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fps = GetFPS();
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refreshRate = fps;
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counter = 0;
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}
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// NOTE: We have rounding errors every frame, so it oscillates a lot
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DrawText(FormatText("%2i FPS", GetFPS()), posX, posY, 20, LIME);
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DrawText(FormatText("%2i FPS", fps), posX, posY, 20, LIME);
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}
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//----------------------------------------------------------------------------------
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