int WindowManager::getFramerate() { if (!settings.limitFps) return 0; return SDL_getFramerate(&fpsManager); }
void Draw(SDL_Renderer *renderer, FPSmanager *fpsm) { int newRate; int currentRate; /* FPSmanager: get current rate */ currentRate = SDL_getFramerate(fpsm); /* Set/switch framerate */ timeout--; if (timeout < 0) { /* New rate */ newRate = 5 + 5 * (rand() % 10); /* Update timeout */ timeout = 2 * newRate; /* New Color */ r = rand() & 255; g = rand() & 255; b = rand() & 255; /* FPSmanager: set new rate */ SDL_setFramerate(fpsm, newRate); } /* Black screen */ ClearScreen(renderer); /* Move */ x += dx; y += dy; /* Reflect */ if ((x<0) || (x>WIDTH)) { dx=-dx; } if ((y<0) || (y>HEIGHT)) { dy=-dy; } /* Draw */ filledCircleRGBA (renderer,x,y,30,r,g,b,255); circleRGBA(renderer,x,y,30,255,255,255,255); /* Report set rate and current delay (from last iteration) */ if (time_passed > 0) { SDL_snprintf(messageText, 1024, "Set rate: %4iHz Last delay=%4ims / Calc.Rate=%4iHz", currentRate, time_passed, 1000 / time_passed); stringRGBA (renderer, WIDTH/2 - 4*strlen(messageText),HEIGHT-24,messageText,255,255,255,255); } /* Simulate some random delay from drawing, business logic, network interaction, etc. */ SDL_Delay(1 + rand() % 10); /* Display */ SDL_RenderPresent(renderer); /* FPSmanager: Delay to a fixed rate */ time_passed = SDL_framerateDelay(fpsm); }
int DesiredFPS(){ return SDL_getFramerate(&fpsm); }