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- /*******************************************************************************************
- *
- * raylib [core] example - custom frame control
- *
- * NOTE: WARNING: This is an example for advanced users willing to have full control over
- * the frame processes. By default, EndDrawing() calls the following processes:
- * 1. Draw remaining batch data: rlDrawRenderBatchActive()
- * 2. SwapScreenBuffer()
- * 3. Frame time control: WaitTime()
- * 4. PollInputEvents()
- *
- * To avoid steps 2, 3 and 4, flag SUPPORT_CUSTOM_FRAME_CONTROL can be enabled in
- * config.h (it requires recompiling raylib). This way those steps are up to the user.
- *
- * Note that enabling this flag invalidates some functions:
- * - GetFrameTime()
- * - SetTargetFPS()
- * - GetFPS()
- *
- * Example originally created with raylib 4.0, last time updated with raylib 4.0
- *
- * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
- * BSD-like license that allows static linking with closed source software
- *
- * Copyright (c) 2021-2024 Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
- #include "raylib.h"
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [core] example - custom frame control");
- // Custom timming variables
- double previousTime = GetTime(); // Previous time measure
- double currentTime = 0.0; // Current time measure
- double updateDrawTime = 0.0; // Update + Draw time
- double waitTime = 0.0; // Wait time (if target fps required)
- float deltaTime = 0.0f; // Frame time (Update + Draw + Wait time)
-
- float timeCounter = 0.0f; // Accumulative time counter (seconds)
- float position = 0.0f; // Circle position
- bool pause = false; // Pause control flag
-
- int targetFPS = 60; // Our initial target fps
- //--------------------------------------------------------------------------------------
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- PollInputEvents(); // Poll input events (SUPPORT_CUSTOM_FRAME_CONTROL)
-
- if (IsKeyPressed(KEY_SPACE)) pause = !pause;
-
- if (IsKeyPressed(KEY_UP)) targetFPS += 20;
- else if (IsKeyPressed(KEY_DOWN)) targetFPS -= 20;
-
- if (targetFPS < 0) targetFPS = 0;
- if (!pause)
- {
- position += 200*deltaTime; // We move at 200 pixels per second
- if (position >= GetScreenWidth()) position = 0;
- timeCounter += deltaTime; // We count time (seconds)
- }
- //----------------------------------------------------------------------------------
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
- ClearBackground(RAYWHITE);
- for (int i = 0; i < GetScreenWidth()/200; i++) DrawRectangle(200*i, 0, 1, GetScreenHeight(), SKYBLUE);
-
- DrawCircle((int)position, GetScreenHeight()/2 - 25, 50, RED);
-
- DrawText(TextFormat("%03.0f ms", timeCounter*1000.0f), (int)position - 40, GetScreenHeight()/2 - 100, 20, MAROON);
- DrawText(TextFormat("PosX: %03.0f", position), (int)position - 50, GetScreenHeight()/2 + 40, 20, BLACK);
-
- DrawText("Circle is moving at a constant 200 pixels/sec,\nindependently of the frame rate.", 10, 10, 20, DARKGRAY);
- DrawText("PRESS SPACE to PAUSE MOVEMENT", 10, GetScreenHeight() - 60, 20, GRAY);
- DrawText("PRESS UP | DOWN to CHANGE TARGET FPS", 10, GetScreenHeight() - 30, 20, GRAY);
- DrawText(TextFormat("TARGET FPS: %i", targetFPS), GetScreenWidth() - 220, 10, 20, LIME);
- DrawText(TextFormat("CURRENT FPS: %i", (int)(1.0f/deltaTime)), GetScreenWidth() - 220, 40, 20, GREEN);
- EndDrawing();
- // NOTE: In case raylib is configured to SUPPORT_CUSTOM_FRAME_CONTROL,
- // Events polling, screen buffer swap and frame time control must be managed by the user
- SwapScreenBuffer(); // Flip the back buffer to screen (front buffer)
-
- currentTime = GetTime();
- updateDrawTime = currentTime - previousTime;
-
- if (targetFPS > 0) // We want a fixed frame rate
- {
- waitTime = (1.0f/(float)targetFPS) - updateDrawTime;
- if (waitTime > 0.0)
- {
- WaitTime((float)waitTime);
- currentTime = GetTime();
- deltaTime = (float)(currentTime - previousTime);
- }
- }
- else deltaTime = (float)updateDrawTime; // Framerate could be variable
- previousTime = currentTime;
- //----------------------------------------------------------------------------------
- }
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
- return 0;
- }
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