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Implemented Wait()
Now program is halted (OS signal call) for required amount of time every frame, so CPU usage drops to zero, instead of using a busy wait loop.
This commit is contained in:
21
src/text.c
21
src/text.c
@@ -504,25 +504,8 @@ Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, float fontSize, i
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// NOTE: Uses default font
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void DrawFPS(int posX, int posY)
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{
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// NOTE: We are rendering fps every second for better viewing on high framerates
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// TODO: Not working properly on ANDROID and RPI (for high framerates)
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static float fps = 0.0f;
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static int counter = 0;
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static int refreshRate = 20;
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if (counter < refreshRate)
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{
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counter++;
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}
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else
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{
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fps = GetFPS();
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refreshRate = (int)fps;
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counter = 0;
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}
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DrawText(FormatText("%2.0f FPS", fps), posX, posY, 20, LIME);
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// NOTE: We have rounding errors every frame, so it oscillates a lot
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DrawText(FormatText("%2i FPS", GetFPS()), posX, posY, 20, LIME);
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}
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//----------------------------------------------------------------------------------
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