最近,我一直在为自己使用一些 SDL 包装器,但我遇到了一个问题,自从我第一次开始使用 SDL 库以来就一直存在问题。
看,像许多其他人一样,我一直在使用类似于http://lazyfoo.net/SDL_tutorials/lesson14/index.php的计时器来调节我的帧速率,并且运动永远不会顺畅。它看起来不像是双缓冲或垂直同步问题,而是运动很流畅,但会周期性地跳跃和卡顿(实际上它有一定的脉搏和节奏)。每当帧速率调节关闭时,脉冲就会消失——当然,一切都会变得不可用)所以我很确定它与它有关。
我已经组装了一个小应用程序,它只包含计时器和一个围绕它移动的红色方块。我会把代码放在这篇文章的最后。代码是垃圾,没有使用任何类型的精灵或任何东西:只要知道无论我给它施加多少压力(例如,添加更多移动的东西或只是更新屏幕的一部分),它都会出现相同的口吃。我尝试了不同的帧速率设置,并且总是出现脉冲(只是使用不同的“节奏”)。不用说我已经在几台机器(Linux机器,所有机器)上尝试过这个。
无论如何,我一直在阅读并看到其他人遇到这个问题,但没有真正的答案。一方面,我有关于 delta 计时技术的知识,并且很乐意尝试它,但我的问题在于这个非常简单的应用程序中的计时器本身。为什么会结巴?。SDL_GetTicks 的精度和准确性有问题吗?我能做些什么来改善它?
所以,这里是那些想要尝试它的人的代码:
#include <SDL/SDL.h>
class fps_control
{
private:
bool apply;
Uint32 ticks_frame_count;
Uint32 ticks_frame_end;
Uint32 ticks_frame_begin;
Uint32 diff;
unsigned int frame_count; //Visible to the outside
unsigned int frame_count_inner; //Keeps count until a second has passed, then overwrites former to give the elapsed frames in a second.
unsigned int frame_length;
unsigned int desired_framerate;
private:
void calculate_frame_length()
{
this->frame_length=1000 / this->desired_framerate;
}
public:
fps_control(unsigned int p_f=30):desired_framerate(p_f), apply(true), ticks_frame_count(0), ticks_frame_end(0), ticks_frame_begin(0), diff(0), frame_count(0), frame_count_inner(0), frame_length(0)
{
this->calculate_frame_length();
}
unsigned int get_frame_count() const {return this->frame_count;}
unsigned int get_desired_framerate() const {return this->desired_framerate;}
void framerate_increase(){this->set_framerate(this->desired_framerate+1);}
void framerate_decrease(){this->set_framerate(this->desired_framerate+1);}
void set_framerate(unsigned int p_param)
{
this->desired_framerate=p_param;
this->calculate_frame_length();
}
void toggle_apply() {this->apply=!this->apply;}
void init()
{
//Call this once before starting, to set the beginning frame count to the initial values.
this->ticks_frame_count=SDL_GetTicks();
this->ticks_frame_begin=this->ticks_frame_count;
this->frame_count_inner=0;
this->frame_count=0;
}
void turn()
{
//Call this when all drawing and logic is done.
if(!this->apply) return; //Only apply when asked for.
//Ask for time before drawing and logic to calculate the difference. Add a frame.
this->ticks_frame_end=SDL_GetTicks();
this->frame_count_inner++;
//Whenever a second has passed, update the visible frame count.
if( (this->ticks_frame_end - this->ticks_frame_count) > 1000)
{
this->frame_count=this->frame_count_inner;
this->frame_count_inner=0;
this->ticks_frame_count=SDL_GetTicks();
}
//Calculate difference and apply delay when needed.
this->diff=this->ticks_frame_end - this->ticks_frame_begin;
if(this->diff < this->frame_length) SDL_Delay(this->frame_length-this->diff);
//Get the beginning time and start again.
this->ticks_frame_begin=SDL_GetTicks();
}
};
class Box
{
private:
SDL_Rect position;
int movement_x;
int movement_y;
public:
Box():movement_x(4), movement_y(4)
{
this->position.x=100;
this->position.y=100;
this->position.w=30;
this->position.h=30;
}
SDL_Rect get_position() {return this->position;}
void move_around()
{
//Won't touch the edges, but doesn't really matter.
if(this->position.x<=0 || this->position.x>=800-this->position.w) this->movement_x=-this->movement_x;
if(this->position.y<=0 || this->position.y>=600-this->position.h) this->movement_y=-this->movement_y;
this->position.x+=this->movement_x;
this->position.y+=this->movement_y;
}
};
bool init_sdl(){return SDL_Init( SDL_INIT_VIDEO ) >= 0;}
void quit_sdl(){SDL_Quit();}
void fill_screen(SDL_Surface * screen)
{
SDL_FillRect(screen, NULL, SDL_MapRGB(screen->format,0,0,0));
}
void update_screen(SDL_Surface * screen, Box& box)
{
SDL_Rect b=box.get_position();
SDL_FillRect(screen, &b, SDL_MapRGB(screen->format, 200, 20, 20));
SDL_Flip(screen);
}
int get_input()
{
SDL_Event event;
while(SDL_PollEvent(&event))
{
if(event.type==SDL_QUIT) return 1;
else if(event.type==SDL_KEYDOWN)
{
switch(event.key.keysym.sym)
{
case SDLK_ESCAPE: return 1; break;
case SDLK_SPACE: return 2; break;
case SDLK_UP: return 3; break;
case SDLK_DOWN: return 4; break;
default: break;
}
}
}
return 0;
}
int main(int argc, char **argv)
{
if(!init_sdl())
{
return 1;
}
else
{
//Init things...
// SDL_Surface * screen=SDL_SetVideoMode(800, 600, 16, SDL_DOUBLEBUF | SDL_HWSURFACE); /*SDL_SWSURFACE | SDL_ANYFORMAT);*/
SDL_Surface * screen=SDL_SetVideoMode(800, 600, 16, SDL_SWSURFACE | SDL_ANYFORMAT);
Box box=Box();
fps_control fps=fps_control(60); //Framerate is set to 60.
bool run=true;
int input=0;
SDL_FillRect(screen, NULL, SDL_MapRGB(screen->format,255,0,0));
//Main loop
fps.init();
while(run)
{
input=get_input();
switch(input)
{
case 1: run=false; break;
case 2: fps.toggle_apply(); break;
case 3: fps.framerate_increase(); break;
case 4: fps.framerate_decrease(); break;
default: break;
}
box.move_around();
fill_screen(screen);
update_screen(screen, box);
fps.turn();
}
quit_sdl();
}
}
它是自包含的(同样是纯垃圾),因此只需将其与 SDL 链接并尝试一下……您在这里看到任何口吃的脉冲吗?
我会尝试应用增量时间来查看问题是否消失。我只想知道为什么在如此简单的应用程序中会发生这种情况。非常感谢。
编辑:最后一件事,我知道我可能根本不应该使用 SDL_Delay (关于系统睡眠至少要求的值),但我真的对看似强大的机器上的这种行为感到困惑。
编辑:更正了“set_framerate”,感谢 Yno 的评论。
编辑 2:由于我将所有代码更改为使用增量时间值而不是设定的帧速率,所以一切都变得更好了。我仍然会遇到一些周期性的减速(这次是每四十秒一次),但我可以将这些归咎于系统,因为帧速率和减速因我使用的 Linux 桌面(比如 Gnome、Unity、Gnome2d ......)而异。