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subrepo: subdir: "OTRGui" merged: "a6066a251" upstream: origin: "https://github.com/HarbourMasters/otrgui.git" branch: "master" commit: "a6066a251" git-subrepo: version: "0.4.1" origin: "???" commit: "???"
126 lines
5.3 KiB
C
126 lines
5.3 KiB
C
/*******************************************************************************************
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*
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* raylib [core] example - custom frame control
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*
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* WARNING: This is an example for advance users willing to have full control over
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* the frame processes. By default, EndDrawing() calls the following processes:
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* 1. Draw remaining batch data: rlDrawRenderBatchActive()
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* 2. SwapScreenBuffer()
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* 3. Frame time control: WaitTime()
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* 4. PollInputEvents()
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*
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* To avoid steps 2, 3 and 4, flag SUPPORT_CUSTOM_FRAME_CONTROL can be enabled in
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* config.h (it requires recompiling raylib). This way those steps are up to the user.
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*
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* Note that enabling this flag invalidates some functions:
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* - GetFrameTime()
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* - SetTargetFPS()
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* - GetFPS()
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*
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* This example has been created using raylib 3.8 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2021 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [core] example - custom frame control");
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// Custom timming variables
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double previousTime = GetTime(); // Previous time measure
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double currentTime = 0.0; // Current time measure
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double updateDrawTime = 0.0; // Update + Draw time
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double waitTime = 0.0; // Wait time (if target fps required)
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float deltaTime = 0.0f; // Frame time (Update + Draw + Wait time)
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float timeCounter = 0.0f; // Accumulative time counter (seconds)
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float position = 0.0f; // Circle position
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bool pause = false; // Pause control flag
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int targetFPS = 60; // Our initial target fps
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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PollInputEvents(); // Poll input events (SUPPORT_CUSTOM_FRAME_CONTROL)
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if (IsKeyPressed(KEY_SPACE)) pause = !pause;
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if (IsKeyPressed(KEY_UP)) targetFPS += 20;
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else if (IsKeyPressed(KEY_DOWN)) targetFPS -= 20;
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if (targetFPS < 0) targetFPS = 0;
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if (!pause)
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{
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position += 200*deltaTime; // We move at 200 pixels per second
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if (position >= GetScreenWidth()) position = 0;
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timeCounter += deltaTime; // We count time (seconds)
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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for (int i = 0; i < GetScreenWidth()/200; i++) DrawRectangle(200*i, 0, 1, GetScreenHeight(), SKYBLUE);
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DrawCircle((int)position, GetScreenHeight()/2 - 25, 50, RED);
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DrawText(TextFormat("%03.0f ms", timeCounter*1000.0f), position - 40, GetScreenHeight()/2 - 100, 20, MAROON);
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DrawText(TextFormat("PosX: %03.0f", position), position - 50, GetScreenHeight()/2 + 40, 20, BLACK);
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DrawText("Circle is moving at a constant 200 pixels/sec,\nindependently of the frame rate.", 10, 10, 20, DARKGRAY);
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DrawText("PRESS SPACE to PAUSE MOVEMENT", 10, GetScreenHeight() - 60, 20, GRAY);
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DrawText("PRESS UP | DOWN to CHANGE TARGET FPS", 10, GetScreenHeight() - 30, 20, GRAY);
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DrawText(TextFormat("TARGET FPS: %i", targetFPS), GetScreenWidth() - 220, 10, 20, LIME);
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DrawText(TextFormat("CURRENT FPS: %i", (int)(1.0f/deltaTime)), GetScreenWidth() - 220, 40, 20, GREEN);
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EndDrawing();
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// NOTE: In case raylib is configured to SUPPORT_CUSTOM_FRAME_CONTROL,
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// Events polling, screen buffer swap and frame time control must be managed by the user
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SwapScreenBuffer(); // Flip the back buffer to screen (front buffer)
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currentTime = GetTime();
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updateDrawTime = currentTime - previousTime;
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if (targetFPS > 0) // We want a fixed frame rate
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{
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waitTime = (1.0f/(float)targetFPS) - updateDrawTime;
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if (waitTime > 0.0)
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{
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WaitTime((float)waitTime*1000.0f);
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currentTime = GetTime();
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deltaTime = (float)(currentTime - previousTime);
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}
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}
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else deltaTime = updateDrawTime; // Framerate could be variable
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previousTime = currentTime;
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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