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C++ SDL_GetPerformanceFrequency函数代码示例

本文整理汇总了C++中SDL_GetPerformanceFrequency函数的典型用法代码示例。如果您正苦于以下问题:C++ SDL_GetPerformanceFrequency函数的具体用法?C++ SDL_GetPerformanceFrequency怎么用?C++ SDL_GetPerformanceFrequency使用的例子?那么, 这里精选的函数代码示例或许可以为您提供帮助。


在下文中一共展示了SDL_GetPerformanceFrequency函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: main

int main(int argc, char *argv[])
{
	TankGame game;

	float tick_duration = 1000.0f / SDL_GetPerformanceFrequency();
	float frame_ticks = SDL_GetPerformanceFrequency() * 1.0f / 60.0f;
	auto timer = SDL_GetPerformanceCounter();

	if (game.initialize(false))
	{
		game.loadLevel01();

		for (int i = 0; i < 500; ++i)
		{
			if (game.getPlayerTank())
			{
				game.getPlayerTank()->turnTurret(0.02);
				if (i % 4 == 0) game.getPlayerTank()->fireBullet(5.0f);
			}
			
			game.updateLogic(1.0f/60.0);
			game.render();

			auto now = SDL_GetPerformanceCounter();
			float delay = frame_ticks - (float)(now - timer);
			if (delay > 0)
			{
				SDL_Delay(delay * tick_duration);
			}
			timer = SDL_GetPerformanceCounter();
		}
	}
}
开发者ID:decden,项目名称:tank-game,代码行数:33,代码来源:main.cpp

示例2: DEBUGPRINTF

void Clock::Initialize()
{
	DEBUGPRINTF( "Initializing Clock\n" );

	ShutDown();

#if BUILD_WINDOWS_NO_SDL
	LARGE_INTEGER Frequency;
	LARGE_INTEGER Counter;

	QueryPerformanceFrequency( &Frequency );
	QueryPerformanceCounter( &Counter );

	m_Resolution			= 1.0 / (double)Frequency.QuadPart;
	m_PhysicalBaseTime		= Counter.QuadPart;
#endif

#if BUILD_SDL
	Uint64 Frequency	= SDL_GetPerformanceFrequency();
	Uint64 Counter		= SDL_GetPerformanceCounter();

	m_Resolution			= 1.0 / static_cast<double>( Frequency );
	m_PhysicalBaseTime		= Counter;
#endif

	m_PhysicalDeltaTime		= 0;
	m_MachineDeltaTime		= 0.0f;
	m_GameDeltaTime			= 0.0f;

	m_PhysicalCurrentTime	= 0;
	m_MachineCurrentTime	= 0.0f;
	m_GameCurrentTime		= 0.0f;

	m_TickCount				= 0;
}
开发者ID:MinorKeyGames,项目名称:Eldritch,代码行数:35,代码来源:clock.cpp

示例3: SDL_GetPerformanceCounter

void app::perf::dump(bool log)
{
    // Sample the timer.

    Uint64 current = SDL_GetPerformanceCounter();
    Uint64 persec  = SDL_GetPerformanceFrequency();

    // Calculate the timings.

    double d1 = double(current - local_start) / double(persec);
    double dn = double(current - total_start) / double(persec);
    double m1 = 1000.0 * d1 / local_frames;
    double mn = 1000.0 * dn / total_frames;
    int   fps = int(ceil(local_frames / d1));

    local_start = current;

    // Report to a string. Set the window title and log.

    std::ostringstream str;

    str << std::fixed << std::setprecision(1) << m1  << "ms "
                                       << "(" << mn  << "ms) "
                                              << fps << "fps";

    SDL_SetWindowTitle(window, str.str().c_str());

    if (log) std::cout << str.str() << std::endl;
}
开发者ID:rlk,项目名称:thumb,代码行数:29,代码来源:app-perf.cpp

示例4: SDL_GetPerformanceFrequency

void Core::run()
{
    uint64_t frequency = SDL_GetPerformanceFrequency();
    uint64_t fixedStep = frequency / static_cast<uint64_t>(kStepRate);
    uint64_t maxTotalDelta = fixedStep * 6;
    uint64_t stepTime = SDL_GetPerformanceCounter();

    while(!done_)
    {
        uint64_t loopTime = SDL_GetPerformanceCounter();

        if(loopTime > stepTime + maxTotalDelta)
        {
            stepTime = loopTime - maxTotalDelta;
        }

        while(loopTime >= stepTime + fixedStep)
        {
            handleEvents();
            sessionManager_->handleBlobs();
            step(fp_t(1.0) / kStepRate);
            stepTime += fixedStep;
        }

#ifndef HEADLESS
        fp_t interp = static_cast<fp_t>(loopTime - stepTime) / static_cast<fp_t>(frequency);
        renderer_->render(interp);
#else
        // simulate ~83 without game logic
        SDL_Delay(12);
#endif
    }
}
开发者ID:boardwalk,项目名称:bzr,代码行数:33,代码来源:Core.cpp

示例5: ImGui_ImplSDL2_NewFrame

void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
{
    ImGuiIO& io = ImGui::GetIO();
    IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");

    // Setup display size (every frame to accommodate for window resizing)
    int w, h;
    int display_w, display_h;
    SDL_GetWindowSize(window, &w, &h);
    SDL_GL_GetDrawableSize(window, &display_w, &display_h);
    io.DisplaySize = ImVec2((float)w, (float)h);
    if (w > 0 && h > 0)
        io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);

    // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
    static Uint64 frequency = SDL_GetPerformanceFrequency();
    Uint64 current_time = SDL_GetPerformanceCounter();
    io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
    g_Time = current_time;

    ImGui_ImplSDL2_UpdateMousePosAndButtons();
    ImGui_ImplSDL2_UpdateMouseCursor();

    // Update game controllers (if enabled and available)
    ImGui_ImplSDL2_UpdateGamepads();
}
开发者ID:bkaradzic,项目名称:imgui,代码行数:26,代码来源:imgui_impl_sdl.cpp

示例6: UpdateCamera

void OpenGlCamera::UpdateCamera(const Uint8 *keyboard_state, int *x, int *y) {
    double render_time = (SDL_GetPerformanceCounter() - last_call_time_) / (double)SDL_GetPerformanceFrequency();
    last_call_time_ = SDL_GetPerformanceCounter();

    // the mouse movement doesn't depend on the render_time (fps)
    this->camera_data_->AddRot((-*y) * 0.001f * this->camera_data_->camera_sensitivity, (-*x) * 0.001f * this->camera_data_->camera_sensitivity, 0.0f);

    /*if (keyboard_state[SDL_SCANCODE_Q])
        this->camera_data->AddRot(0.0f, 0.0f, +render_time * this->camera_data_->speed * 0.1f);
    if (keyboard_state[SDL_SCANCODE_E])
        this->camera_data->AddRot(0.0f, 0.0f, -render_time * this->camera_data_->speed * 0.1f);*/

    // Movement
    if (keyboard_state[SDL_SCANCODE_Q])
        this->camera_data_->AddPos(0.0f, 0.0f, -render_time * this->camera_data_->camera_speed);
    if (keyboard_state[SDL_SCANCODE_E])
        this->camera_data_->AddPos(0.0f, 0.0f, +render_time * this->camera_data_->camera_speed);

    if (keyboard_state[SDL_SCANCODE_W] || keyboard_state[SDL_SCANCODE_UP])
        this->camera_data_->AddPos(+render_time * this->camera_data_->camera_speed, 0.0f, 0.0f);
    if (keyboard_state[SDL_SCANCODE_A] || keyboard_state[SDL_SCANCODE_LEFT])
        this->camera_data_->AddPos(0.0f, +render_time * this->camera_data_->camera_speed, 0.0f);
    if (keyboard_state[SDL_SCANCODE_S] || keyboard_state[SDL_SCANCODE_DOWN])
        this->camera_data_->AddPos(-render_time * this->camera_data_->camera_speed, 0.0f, 0.0f);
    if (keyboard_state[SDL_SCANCODE_D] || keyboard_state[SDL_SCANCODE_RIGHT])
        this->camera_data_->AddPos(0.0f, -render_time * this->camera_data_->camera_speed, 0.0f);
}
开发者ID:erictapen,项目名称:OpenGL-Demo,代码行数:27,代码来源:opengl_camera.cpp

示例7: SDL_Init

bool Engine::Initialize() {
	// We will initialize all SDL subsystems one by one
	SDL_Init( 0 );

	// Profiler needs the timer subsystem
	if ( SDL_InitSubSystem( SDL_INIT_TIMER ) != 0 ) {
		Logger::Log( "Failed to initialize SDL timer subsystem", "SDL", LogSeverity::ERROR_MSG );
		assert( false );
	}
	g_Profiler.SetFrequency( SDL_GetPerformanceFrequency() );

	// Several systems need the event system
	if ( SDL_InitSubSystem( SDL_INIT_EVENTS ) != 0 ) {
		Logger::Log( "Failed to initialize SDL event subsystem", "SDL", LogSeverity::ERROR_MSG );
		assert( false );
	}

	g_SubsystemBank.Initialize();
	InitializeComponentSystem();

	g_InputState.Initialize();
	g_Input.Initialize();
	g_TextInput.Initialize();

	m_SubsystemCollection.InitializeGameMode( ( 1 << g_SubsystemBank.GetNrOfSubsystems() ) - 1 );

	return true;
}
开发者ID:toimelin,项目名称:gameenginecourse2015,代码行数:28,代码来源:Engine.cpp

示例8: Sys_DoubleTime

/*
================
Sys_DoubleTime
================
*/
double Sys_DoubleTime( void )
{
	static longtime_t g_PerformanceFrequency;
	static longtime_t g_ClockStart;
	longtime_t CurrentTime;
#ifdef XASH_SDL
	if( !g_PerformanceFrequency )
	{
		g_PerformanceFrequency = SDL_GetPerformanceFrequency();
		g_ClockStart = SDL_GetPerformanceCounter();
	}
	CurrentTime = SDL_GetPerformanceCounter();
	return (double)( CurrentTime - g_ClockStart ) / (double)( g_PerformanceFrequency );
#elif _WIN32
	if( !g_PerformanceFrequency )
	{
		g_PerformanceFrequency = GetPerformanceFrequency();
		g_ClockStart = GetPerformanceCounter();
	}
	CurrentTime = GetPerformanceCounter();
	return (double)( CurrentTime - g_ClockStart ) / (double)( g_PerformanceFrequency );

#else
	struct timespec ts;
	if( !g_PerformanceFrequency )
	{
		struct timespec res;
		if( !clock_getres(CLOCK_MONOTONIC, &res) )
			g_PerformanceFrequency = 1000000000LL/res.tv_nsec;
	}
	clock_gettime(CLOCK_MONOTONIC, &ts);
	return (double) ts.tv_sec + (double) ts.tv_nsec/1000000000.0;
#endif
}
开发者ID:Tox86,项目名称:xash3d,代码行数:39,代码来源:sys_win.c

示例9: executeStack

    void executeStack(StateStack& stack, SDL_Window& window, bool* pTerminator)
    {
        std::vector<const SDL_Event> events;
        SDL_Event e;

        bool localRunning = true;
        bool& running = pTerminator ? *pTerminator : localRunning;

        Uint64 t0 = SDL_GetPerformanceCounter();

        while (!stack.empty() && running == true)
        {
            while (SDL_PollEvent(&e) != 0)
            {
                if (e.type == SDL_QUIT)
                {
                    running = false;
                }
                events.push_back(e);
            }

            Uint64 now = SDL_GetPerformanceCounter();
            float dt = (float)(now - t0) / SDL_GetPerformanceFrequency();

            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

            tickStack(stack, events, dt);
            events.clear();

            SDL_GL_SwapWindow(&window);
            t0 = now;
        }
    }
开发者ID:evinstk,项目名称:TantechEngineOriginal,代码行数:33,代码来源:game_state.cpp

示例10: SDL_GetPerformanceCounter

// ------------------------------------------------------------------------------------------------
// Timer Class
// ------------------------------------------------------------------------------------------------
cTimer::cTimer(const cTimer::timerState_t tState) {
	state = tState;
	dt = 0.0;

	now = SDL_GetPerformanceCounter();
	prev = now;
	cpuFreq = SDL_GetPerformanceFrequency();
}
开发者ID:Dave13h,项目名称:RayTracer,代码行数:11,代码来源:timer.cpp

示例11: SDL_GetPerformanceCounter

void SimKit::FPSTimeline::log_frame_end() {
    this->frame_end = SDL_GetPerformanceCounter();
    this->frame_recorded = true;

    this->past_frames[this->past_frames_ctr % SimKit::FPSTimeline::NUM_PAST_FRAMES] =
        ((float)(this->frame_end - this->frame_begin) / (float)SDL_GetPerformanceFrequency()) * MICROSECONDS_PER_SECOND;
    this->past_frames_ctr++;
};
开发者ID:kmeisthax,项目名称:SimKit,代码行数:8,代码来源:fpstimeline.cpp

示例12: SDL_GetPerformanceCounter

void GameTimer::Start( )
{
	m_Started 			= true;
	m_Paused 			= false;
	m_StartTicks 		= SDL_GetPerformanceCounter( );
	m_LastCheckedTicks 	= SDL_GetPerformanceCounter( );
	m_TicksPerSec 		= SDL_GetPerformanceFrequency( );
}
开发者ID:Robograde,项目名称:Robograde,代码行数:8,代码来源:GameTimer.cpp

示例13: CPUTimer

	CPUTimer(int iter)
	    : iter(iter),
	      acc(0),
	      counter(0),
	      ticks(0)
	{
		perfFreq = SDL_GetPerformanceFrequency();
	}
开发者ID:OutOfOrder,项目名称:mkxp-ToTheMoon,代码行数:8,代码来源:perftimer.cpp

示例14: SDL_GetPerformanceFrequency

float FrameCounter::GetAverageFPS() const
{
	uint64_t total = 0;
	for ( unsigned int i = 0; i < m_nrOfFrames; ++i )
	{
		total += m_frameTimes[i];
	}
	return SDL_GetPerformanceFrequency() * m_nrOfFrames / ( total * 1.0f );
}
开发者ID:Robograde,项目名称:Robograde,代码行数:9,代码来源:FrameCounter.cpp

示例15: TimeCounterGetMsec

uint32_t TimeCounterGetMsec()
{
	uint64_t perfCounter = SDL_GetPerformanceCounter();
    uint64_t perfFreq = SDL_GetPerformanceFrequency();

    uint32_t msec = ( uint32_t )( 1000000 * perfCounter / perfFreq );
    
	return msec;
}
开发者ID:xMEGA,项目名称:NES-Emulator,代码行数:9,代码来源:TimeCounter.cpp


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