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Fixed Window::SetFramerateLimit
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feae26e15b
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@ -462,7 +462,7 @@ private :
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priv::WindowImpl* myImpl; ///< Platform-specific implementation of the window
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priv::GlContext* myContext; ///< Platform-specific implementation of the OpenGL context
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Clock myClock; ///< Clock for measuring the elapsed time between frames
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unsigned int myFramerateLimit; ///< Current framerate limit
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Time myFrameTimeLimit; ///< Current framerate limit
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};
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} // namespace sf
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@ -44,7 +44,7 @@ namespace sf
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Window::Window() :
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myImpl (NULL),
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myContext (NULL),
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myFramerateLimit(0)
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myFrameTimeLimit(Time::Zero)
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{
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}
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@ -54,7 +54,7 @@ myFramerateLimit(0)
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Window::Window(VideoMode mode, const std::string& title, Uint32 style, const ContextSettings& settings) :
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myImpl (NULL),
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myContext (NULL),
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myFramerateLimit(0)
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myFrameTimeLimit(Time::Zero)
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{
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Create(mode, title, style, settings);
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}
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@ -64,7 +64,7 @@ myFramerateLimit(0)
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Window::Window(WindowHandle handle, const ContextSettings& settings) :
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myImpl (NULL),
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myContext (NULL),
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myFramerateLimit(0)
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myFrameTimeLimit(Time::Zero)
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{
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Create(handle, settings);
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}
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@ -308,23 +308,26 @@ bool Window::SetActive(bool active) const
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////////////////////////////////////////////////////////////
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void Window::Display()
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{
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// Limit the framerate if needed
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if (myFramerateLimit > 0)
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{
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Time remainingTime = Seconds(1.f / myFramerateLimit) - myClock.Restart();
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Sleep(remainingTime);
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}
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// Display the backbuffer on screen
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if (SetActive())
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myContext->Display();
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// Limit the framerate if needed
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if (myFrameTimeLimit != Time::Zero)
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{
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Sleep(myFrameTimeLimit - myClock.GetElapsedTime());
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myClock.Restart();
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}
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}
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////////////////////////////////////////////////////////////
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void Window::SetFramerateLimit(unsigned int limit)
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{
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myFramerateLimit = limit;
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if (limit > 0)
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myFrameTimeLimit = Seconds(1.f / limit);
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else
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myFrameTimeLimit = Time::Zero;
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}
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