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https://github.com/k4zmu2a/SpaceCadetPinball.git
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Add Target UPS registry option (#85)
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commit
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@ -136,6 +136,9 @@ void options::ReadOptions()
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Options.BottomTableBumpKey = get_int(nullptr, "Bottom Table Bump key", Options.BottomTableBumpKey);
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Options.BottomTableBumpKey = get_int(nullptr, "Bottom Table Bump key", Options.BottomTableBumpKey);
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Options.UniformScaling = get_int(nullptr, "Uniform scaling", true);
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Options.UniformScaling = get_int(nullptr, "Uniform scaling", true);
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Options.AlternativeRender = get_int(nullptr, "Alternative Render", false);
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Options.AlternativeRender = get_int(nullptr, "Alternative Render", false);
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Options.TargetUps = get_int(nullptr, "Target UPS", 120);
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Options.TargetUps = max(60, Options.TargetUps);
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Options.TargetUps = min(Options.TargetUps, 360);
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auto defaultLanguage = Languages::English;
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auto defaultLanguage = Languages::English;
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auto language = static_cast<Languages>(get_int(nullptr, "Language", static_cast<int>(defaultLanguage)));
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auto language = static_cast<Languages>(get_int(nullptr, "Language", static_cast<int>(defaultLanguage)));
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@ -235,6 +238,7 @@ void options::uninit()
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set_int(nullptr, "Uniform scaling", Options.UniformScaling);
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set_int(nullptr, "Uniform scaling", Options.UniformScaling);
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set_int(nullptr, "Alternative Render", Options.AlternativeRender);
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set_int(nullptr, "Alternative Render", Options.AlternativeRender);
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set_int(nullptr, "Language", static_cast<int>(Options.Language));
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set_int(nullptr, "Language", static_cast<int>(Options.Language));
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set_int(nullptr, "Target UPS", Options.TargetUps);
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}
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}
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void options::path_init(LPCSTR regPath)
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void options::path_init(LPCSTR regPath)
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@ -59,6 +59,7 @@ struct optionsStruct
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int Resolution;
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int Resolution;
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bool UniformScaling;
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bool UniformScaling;
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bool AlternativeRender;
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bool AlternativeRender;
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int TargetUps;
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Languages Language;
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Languages Language;
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};
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};
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@ -270,9 +270,13 @@ void pb::frame(float dtMilliSec)
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// Retained render prevents frame skip. The next best thing - complete refresh at fixed rate.
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// Retained render prevents frame skip. The next best thing - complete refresh at fixed rate.
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render::update(false);
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render::update(false);
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auto targetFps = options::Options.TargetUps / 2.0f;
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targetFps = max(targetFps, 60.0f); // at least 60
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// Frame time at 60 FPS = 16.(6) ms
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// Frame time at 60 FPS = 16.(6) ms
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auto targetTime = 1000 / 60.0f;
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auto targetTime = 1000.0f / targetFps;
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frameTime += dtMilliSec;
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frameTime += dtMilliSec;
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if (frameTime >= targetTime)
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if (frameTime >= targetTime)
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{
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{
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frameTime = min(frameTime - targetTime, 100);
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frameTime = min(frameTime - targetTime, 100);
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@ -12,8 +12,6 @@
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#include "splash.h"
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#include "splash.h"
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#include "render.h"
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#include "render.h"
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const float TargetUPS = 120, TargetFrameTime = 1000 / TargetUPS;
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HINSTANCE winmain::hinst = nullptr;
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HINSTANCE winmain::hinst = nullptr;
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HWND winmain::hwnd_frame = nullptr;
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HWND winmain::hwnd_frame = nullptr;
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HCURSOR winmain::mouse_hsave;
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HCURSOR winmain::mouse_hsave;
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@ -226,6 +224,11 @@ int winmain::WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLi
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pb::toggle_demo();
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pb::toggle_demo();
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else
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else
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pb::replay_level(0);
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pb::replay_level(0);
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// To have a smooth display, Updates Per Sec (UPS) should be fps*2.
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// Defaulted to 125 UPS, to leave some time for rendering.
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float TargetFrameTime = 1000.0f / options::Options.TargetUps;
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TargetFrameTime = max(TargetFrameTime, 1);
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DWORD someTimeCounter = 300u, prevTime = 0u, frameStart = timeGetTime();
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DWORD someTimeCounter = 300u, prevTime = 0u, frameStart = timeGetTime();
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float sleepRemainder = 0, frameDuration = TargetFrameTime;
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float sleepRemainder = 0, frameDuration = TargetFrameTime;
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