Mercurial > touhou
diff pytouhou/ui/gamerunner.py @ 419:1c92721f8e49
Re-implement frame control
author | Thibaut Girka <thib@sitedethib.com> |
---|---|
date | Wed, 06 Feb 2013 18:45:12 +0100 |
parents | 63f59be04a54 |
children | 3a7b36324611 |
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--- a/pytouhou/ui/gamerunner.py +++ b/pytouhou/ui/gamerunner.py @@ -36,6 +36,53 @@ from ctypes import c_uint, byref logger = get_logger(__name__) +class Clock(object): + def __init__(self, fps=None): + self._target_fps = 0 + self._ref_tick = 0 + self._ref_frame = 0 + self._fps_tick = 0 + self._fps_frame = 0 + self._rate = 0 + self.set_target_fps(fps) + + + def set_target_fps(self, fps): + self._target_fps = fps + self._ref_tick = 0 + self._fps_tick = 0 + + + def get_fps(self): + return self._rate + + + def tick(self): + current = sdl.get_ticks() + + if not self._ref_tick: + self._ref_tick = current + self._ref_frame = 0 + + if self._fps_frame >= (self._target_fps or 60): + self._rate = self._fps_frame * 1000. / (current - self._fps_tick) + self._fps_tick = current + self._fps_frame = 0 + + self._ref_frame += 1 + self._fps_frame += 1 + + target_tick = self._ref_tick + if self._target_fps: + target_tick += int(self._ref_frame * 1000 / self._target_fps) + + if current <= target_tick: + sdl.delay(target_tick - current) + else: + self._ref_tick = current + self._ref_frame = 0 + + class GameRunner(GameRenderer): def __init__(self, resource_loader, game=None, background=None, replay=None, double_buffer=True, fps_limit=60, fixed_pipeline=False, skip=False): GameRenderer.__init__(self, resource_loader, game, background) @@ -72,7 +119,7 @@ class GameRunner(GameRenderer): if game: self.load_game(game, background, replay) - #self.clock = pyglet.clock.get_default() + self.clock = Clock(self.fps_limit) def load_game(self, game=None, background=None, bgms=None, replay=None, save_keystates=None): @@ -125,14 +172,13 @@ class GameRunner(GameRenderer): self.game_mvp = game_view * self.proj self.interface_mvp = ortho_2d(0., float(self.width), float(self.height), 0.) - #if self.fps_limit > 0: - # pyglet.clock.set_fps_limit(self.fps_limit) while not self.has_exit: if not self.skip: self.update() self.render_game() self.render_interface() self.win.gl_swap_window() + self.clock.tick() else: self.update() @@ -208,7 +254,7 @@ class GameRunner(GameRenderer): def render_interface(self): interface = self.game.interface - #interface.labels['framerate'].set_text('%.2ffps' % self.clock.get_ticks()) + interface.labels['framerate'].set_text('%.2ffps' % self.clock.get_fps()) if self.use_fixed_pipeline: glMatrixMode(GL_MODELVIEW)