1
0
Fork 0

Add FPS to SDL title bar

Also fix a small issue with incorrect shutdown ordering in SDL.
Previously the system would still be running so the telemetry task
didn't launch and detached_tasks would assert(count == 0)
This commit is contained in:
James Rowe 2019-09-21 21:39:01 -06:00
parent 223bfc9a2a
commit 7152f4c748
3 changed files with 16 additions and 2 deletions

View File

@ -346,8 +346,6 @@ int main(int argc, char** argv) {
Core::System& system{Core::System::GetInstance()};
SCOPE_EXIT({ system.Shutdown(); });
const Core::System::ResultStatus load_result{system.Load(*emu_window, filepath)};
switch (load_result) {
@ -418,6 +416,8 @@ int main(int argc, char** argv) {
system.VideoDumper().StopDumping();
}
system.Shutdown();
detached_tasks.WaitForAllTasks();
return 0;
}

View File

@ -13,6 +13,7 @@
#include "common/logging/log.h"
#include "common/scm_rev.h"
#include "core/3ds.h"
#include "core/core.h"
#include "core/settings.h"
#include "input_common/keyboard.h"
#include "input_common/main.h"
@ -242,6 +243,16 @@ void EmuWindow_SDL2::PollEvents() {
break;
}
}
const u32 current_time = SDL_GetTicks();
if (current_time > last_time + 2000) {
const auto results = Core::System::GetInstance().GetAndResetPerfStats();
const auto title = fmt::format(
"Citra {} | {}-{} | FPS: {:.0f} ({:.0%})", Common::g_build_fullname,
Common::g_scm_branch, Common::g_scm_desc, results.game_fps, results.emulation_speed);
SDL_SetWindowTitle(render_window, title.c_str());
last_time = current_time;
}
}
void EmuWindow_SDL2::MakeCurrent() {

View File

@ -70,4 +70,7 @@ private:
using SDL_GLContext = void*;
/// The OpenGL context associated with the window
SDL_GLContext gl_context;
/// Keeps track of how often to update the title bar during gameplay
u32 last_time = 0;
};