我目前用SDL2编程。
一切正常,但我的SDL_GetTicks()
方法有问题。
通常它应该以毫秒为单位返回总应用程序时间,但它总是返回值0的大部分时间,有时返回值1.
我用SDL_INIT_EVERYTHING
标志初始化了SDL。
以下代码的问题是循环太快,因此增量时间小于1 ms。有没有一种方法可以达到更高的精度?
#include "Application.hpp"
void Application::Initialize()
{
int sdl_initialize_result = SDL_Init(SDL_INIT_EVERYTHING);
if(sdl_initialize_result < 0)
{
std::cerr << "Failed to initialize SDL !" << std::endl << SDL_GetError() << std::endl;
}
window = SDL_CreateWindow("Project Unknown", 100, 100, 800, 600, SDL_WINDOW_SHOWN);
if(window == nullptr)
{
std::cerr << "Failed to create SDL window !" << std::endl << SDL_GetError() << std::endl;
}
last_update_time = SDL_GetTicks();
}
void Application::Dispose()
{
SDL_DestroyWindow(window);
SDL_Quit();
}
void Application::Render()
{
}
void Application::Update()
{
Uint32 current_time = SDL_GetTicks();
Uint32 delta_time = current_time - last_update_time;
SDL_Event event;
while(SDL_PollEvent(&event))
{
switch(event.type)
{
case SDL_QUIT:
{
should_close = true;
}
break;
default:
{
}
break;
}
}
// Update game objects with delta_time
last_update_time = current_time;
}
void Application::Run()
{
Initialize();
should_close = false;
do
{
Render();
Update();
}
while(should_close == false);
Dispose();
}
答案 0 :(得分:6)
如果您想要更高的精度,则不能使用SDL_GetTicks(),但还有许多其他选择。如果你想要独立于平台,你需要小心,但这是一个可以让你入门的便携式C ++ 11示例:
#include <iostream>
#include <chrono>
typedef std::chrono::high_resolution_clock Clock;
int main()
{
auto t1 = Clock::now();
auto t2 = Clock::now();
std::cout << "Delta t2-t1: "
<< std::chrono::duration_cast<std::chrono::nanoseconds>(t2 - t1).count()
<< " nanoseconds" << std::endl;
}
在ideone.com上运行这个给了我:
Delta t2-t1: 282 nanoseconds
答案 1 :(得分:2)
当然,你需要等到&gt; = 1ms已经过去才更新你的最后一次滴答计数
void Application::Update()
{
Uint32 current_time = SDL_GetTicks();
Uint32 delta_time = current_time - last_update_time;
SDL_Event event;
while(SDL_PollEvent(&event))
{
switch(event.type)
{
case SDL_QUIT:
{
should_close = true;
}
break;
default:
break;
}
}
if (delta_time >= 1)
{
// Update game objects with delta_time
last_update_time = current_time;
}
}