/******************************************************************************************* * * raylib [core] example - custom frame control * * NOTE: WARNING: This is an example for advance 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) 2021-2023 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; }