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)
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@ -346,8 +346,6 @@ int main(int argc, char** argv) {
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Core::System& system{Core::System::GetInstance()};
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SCOPE_EXIT({ system.Shutdown(); });
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const Core::System::ResultStatus load_result{system.Load(*emu_window, filepath)};
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switch (load_result) {
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@ -418,6 +416,8 @@ int main(int argc, char** argv) {
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system.VideoDumper().StopDumping();
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}
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system.Shutdown();
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detached_tasks.WaitForAllTasks();
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return 0;
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}
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@ -13,6 +13,7 @@
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#include "common/logging/log.h"
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#include "common/scm_rev.h"
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#include "core/3ds.h"
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#include "core/core.h"
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#include "core/settings.h"
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#include "input_common/keyboard.h"
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#include "input_common/main.h"
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@ -242,6 +243,16 @@ void EmuWindow_SDL2::PollEvents() {
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break;
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}
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}
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const u32 current_time = SDL_GetTicks();
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if (current_time > last_time + 2000) {
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const auto results = Core::System::GetInstance().GetAndResetPerfStats();
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const auto title = fmt::format(
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"Citra {} | {}-{} | FPS: {:.0f} ({:.0%})", Common::g_build_fullname,
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Common::g_scm_branch, Common::g_scm_desc, results.game_fps, results.emulation_speed);
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SDL_SetWindowTitle(render_window, title.c_str());
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last_time = current_time;
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}
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}
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void EmuWindow_SDL2::MakeCurrent() {
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@ -70,4 +70,7 @@ private:
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using SDL_GLContext = void*;
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/// The OpenGL context associated with the window
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SDL_GLContext gl_context;
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/// Keeps track of how often to update the title bar during gameplay
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u32 last_time = 0;
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};
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