I'm trying to make an SDL program that runs with a constant frame rate. However I'm finding that even though my program is lagging a lot and skipping a lot of frames (even though it's running at a low frame and isn't rendering much).
Do you guys have any suggestions to make my program run smoother?
#include "SDL.h"
#include "SDL/SDL_ttf.h"
//in milliseconds
const int FPS = 24;
const int SCREENW = 400;
const int SCREENH = 300;
const int BPP = 32;
void apply_surface(int x, int y, SDL_Surface* source, SDL_Surface* destination) {
SDL_Rect offset;
offset.x = x;
offset.y = y;
if(SDL_BlitSurface(source, NULL, destination, &offset) < 0) {
printf("%s\n", SDL_GetError());
}
}
int main(int argc, char* argv[]) {
//calculate the period
double period = 1.0 / (double)FPS;
period = period * 1000;
int milliPeriod = (int)period;
int sleep;
SDL_Init(SDL_INIT_EVERYTHING);
TTF_Init();
TTF_Font* font = TTF_OpenFont("/usr/share/fonts/truetype/freefont/FreeMono.ttf", 24);
SDL_Color textColor = { 0x00, 0x00, 0x00 };
SDL_Surface* screen = SDL_SetVideoMode(SCREENW, SCREENH, BPP, SDL_SWSURFACE);
SDL_Surface* message = NULL;
Uint32 white = SDL_MapRGB(screen->format, 0xFF, 0xFF, 0xFF);
SDL_Event event;
char str[15];
Uint32 lastTick;
Uint32 currentTick;
while(1) {
while(SDL_PollEvent(&event)) {
if(event.type == SDL_QUIT) {
return 0;
}
else {
lastTick = SDL_GetTicks();
sprintf(str, "%d", lastTick);
message = TTF_RenderText_Solid(font, str, textColor);
if(message == NULL) { printf("%s\n", SDL_GetError()); return 1; }
//the actual blitting
SDL_FillRect(screen, &screen->clip_rect, white);
apply_surface(SCREENW / 2, SCREENH / 2, message, screen);
currentTick = SDL_GetTicks();
//wait the appropriate amount of time
sleep = milliPeriod - (currentTick - lastTick);
if(sleep < 0) { sleep = 0; }
SDL_Delay(sleep);
SDL_Flip(screen);
}
}
}
TTF_CloseFont(font);
TTF_Quit();
SDL_Quit();
return 0;
}
There is a small example of how to do this at http://www.libsdl.org/release/SDL-1.2.15/docs/html/guidetimeexamples.html:
#define TICK_INTERVAL 30
static Uint32 next_time;
Uint32 time_left(void)
{
Uint32 now;
now = SDL_GetTicks();
if(next_time <= now)
return 0;
else
return next_time - now;
}
/* main game loop */
next_time = SDL_GetTicks() + TICK_INTERVAL;
while ( game_running ) {
update_game_state();
SDL_Delay(time_left());
next_time += TICK_INTERVAL;
}