make fps update less often in hud
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parent
01b9a7c7e8
commit
53f6807ea6
@ -286,7 +286,8 @@ std::map<ByteString, ByteString> readArguments(int argc, char * argv[])
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int elapsedTime = 0, currentTime = 0, lastTime = 0, currentFrame = 0;
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unsigned int lastTick = 0;
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float fps = 0, delta = 1.0f;
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unsigned int lastFpsUpdate = 0;
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float fps = 0;
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ui::Engine * engine = NULL;
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bool showDoubleScreenDialog = false;
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float currentWidth, currentHeight;
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@ -465,8 +466,12 @@ void EngineProcess()
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}
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int correctedFrameTime = SDL_GetTicks() - frameStart;
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correctedFrameTimeAvg = correctedFrameTimeAvg * 0.95 + correctedFrameTime * 0.05;
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engine->SetFps(1000.0 / correctedFrameTimeAvg);
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if(frameStart - lastTick > 1000)
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if (frameStart - lastFpsUpdate > 200)
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{
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engine->SetFps(1000.0 / correctedFrameTimeAvg);
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lastFpsUpdate = frameStart;
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}
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if (frameStart - lastTick > 1000)
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{
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//Run client tick every second
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lastTick = frameStart;
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@ -2420,9 +2420,6 @@ void GameView::OnDraw()
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//FPS and some version info
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StringBuilder fpsInfo;
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fpsInfo << Format::Precision(2) << "FPS: " << ui::Engine::Ref().GetFps();
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#ifdef DEBUG
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fpsInfo << " Delta: " << ui::Engine::Ref().GetDelta();
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#endif
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if (showDebug)
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{
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@ -60,7 +60,6 @@ namespace ui
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void SetFps(float fps);
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inline float GetFps() { return fps; }
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inline float GetDelta() { return dt; }
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inline int GetMouseButton() { return mouseb_; }
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inline int GetMouseX() { return mousex_; }
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