Simplify FPS management
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888cbb99f2
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@ -311,7 +311,7 @@ void xApplication::render(){
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/** Sets FPS */
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/** Sets FPS */
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void xApplication::setFps(const uint32_t fps){
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void xApplication::setFps(const uint32_t fps){
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_fps = fps;
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_fpstime = 1000.0/fps;
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}
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}
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/** schedules the main loop */
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/** schedules the main loop */
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@ -322,19 +322,15 @@ void xApplication::schedule(){
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this->_controller.handleEvent(&event);
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this->_controller.handleEvent(&event);
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// wait to satisfy FPS
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// wait to satisfy FPS
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this->syncFps(_fps);
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this->syncFps();
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// render
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// render
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this->render();
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this->render();
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}
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}
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/** synchronizes according to @fps
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/** synchronizes according to FPS
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* to be used at the end of the UI loop */
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* to be used at the end of the UI loop */
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void xApplication::syncFps(const int fps){
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void xApplication::syncFps(){
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// set fps
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if( fps != 0 )
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_fpstime = 1000/fps;
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if( _lasttick == 0 )
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if( _lasttick == 0 )
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_lasttick = SDL_GetTicks()-_fpstime;
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_lasttick = SDL_GetTicks()-_fpstime;
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@ -50,7 +50,7 @@
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void render();
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void render();
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// manage main loop and thread loops
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// manage main loop and thread loops
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void setFps(const uint32_t fps);
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void setFps(const uint32_t fps=0);
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void schedule();
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void schedule();
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xAppState state;
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xAppState state;
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@ -59,10 +59,9 @@
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xApplication(const char *t, int w, int h);
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xApplication(const char *t, int w, int h);
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static xApplication* _instance;
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static xApplication* _instance;
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void syncFps(const int fps=0);
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void syncFps();
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// fps management
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// fps management
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uint32_t _fps = 60;
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uint32_t _lasttick;
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uint32_t _lasttick;
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uint32_t _fpstime;
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uint32_t _fpstime;
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