Files
UnrealEngine/Engine/Source/Runtime/TimeManagement/Private/FixedFrameRateCustomTimeStep.cpp
2025-05-18 13:04:45 +08:00

65 lines
1.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "FixedFrameRateCustomTimeStep.h"
#include "Misc/App.h"
#include "Stats/StatsMisc.h"
#include "HAL/PlatformProcess.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(FixedFrameRateCustomTimeStep)
UFixedFrameRateCustomTimeStep::UFixedFrameRateCustomTimeStep(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
FString UFixedFrameRateCustomTimeStep::GetDisplayName() const
{
const FString PlainName = GetFName().GetPlainNameString();
const FText FrameRate = GetFixedFrameRate().ToPrettyText();
const int32 NameIndex = GetFName().GetNumber();
return FString::Printf(TEXT("%s %s (%d)"), *PlainName, *FrameRate.ToString(), NameIndex);
}
void UFixedFrameRateCustomTimeStep::WaitForFixedFrameRate() const
{
UpdateApplicationLastTime();
const double CurrentTime = FPlatformTime::Seconds();
const FFrameRate FrameRate = GetFixedFrameRate();
// Calculate delta time
const double DeltaRealTime = CurrentTime - FApp::GetLastTime();
const double WaitTime = FMath::Max(FrameRate.AsInterval() - DeltaRealTime, 0.0);
double ActualWaitTime = 0.0;
{
FSimpleScopeSecondsCounter ActualWaitTimeCounter(ActualWaitTime);
if (WaitTime > 5.f / 1000.f)
{
FPlatformProcess::SleepNoStats((float)WaitTime - 0.002f);
}
// Give up timeslice for remainder of wait time.
const double WaitEndTime = FApp::GetLastTime() + FApp::GetDeltaTime();
while (FPlatformTime::Seconds() < WaitEndTime)
{
FPlatformProcess::SleepNoStats(0.f);
}
}
// Use fixed delta time and update time.
FApp::SetDeltaTime(FrameRate.AsInterval());
FApp::SetIdleTime(ActualWaitTime);
FApp::SetCurrentTime(FApp::GetLastTime() + FApp::GetDeltaTime());
}
FFrameRate UFixedFrameRateCustomTimeStep::GetFixedFrameRate_PureVirtual() const
{
return FFrameRate(24, 1);
}