Files
school_stm32/game_engine/timer/ge_fps.h
ZZY 5ce660e3a6 feat(game): 添加基础游戏引擎和渲染模块
- 新增游戏引擎核心模块,包括初始化和运行逻辑
- 实现基本的渲染功能,支持控制台输出
- 添加物理引擎基础,包括碰撞检测
- 集成日志系统,用于调试和信息输出
- 创建窗口和输入管理模块
2025-06-24 02:16:01 +08:00

32 lines
1.1 KiB
C

#ifndef __GE_FPS_H__
#define __GE_FPS_H__
#include <ge_common.h>
struct ge_fps_controller;
typedef struct ge_fps_controller ge_fps_controller_t;
typedef ge_u32_t (*ge_fps_get_ms_func_t)(void);
typedef void (*ge_fps_sleep_ms_func_t)(ge_u32_t ms);
void ge_fps_init(ge_fps_controller_t* fps_ctrl, ge_u32_t target_fps,
ge_fps_get_ms_func_t get_ms, ge_fps_sleep_ms_func_t sleep_ms);
void ge_fps_begin_frame(ge_fps_controller_t* fps_ctrl);
void ge_fps_end_frame(ge_fps_controller_t* fps_ctrl);
// FPS控制器结构体
struct ge_fps_controller {
ge_u32_t target_fps; // 目标帧率
ge_u32_t frame_duration; // 目标每帧时长(毫秒)
ge_u32_t last_frame_time; // 上一帧开始时间
ge_u32_t frame_time; // 当前帧耗时
ge_u32_t sleep_time; // 需要休眠的时间
ge_u32_t frame_count; // 帧计数器
ge_u32_t fps; // 实际帧率
ge_u32_t last_fps_time; // 上次计算FPS的时间
ge_fps_get_ms_func_t call_get_ms;
ge_fps_sleep_ms_func_t call_sleep_ms;
};
#endif // __GE_FPS_H__