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How would I implement a FPS counter w/ Allegro 5 events?
DocHoliday
Member #12,498
January 2011

in Allegro 4 a FPS counter could be implemented as in http://wiki.allegro.cc/index.php?title=Timers:

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1#include <allegro.h> 2 3volatile int ticks = 0; 4void ticker() 5{ 6 ticks++; 7} 8END_OF_FUNCTION(ticker) 9 10//a new set of timing variables to keep the game time 11volatile int game_time = 0; 12void game_time_ticker() 13{ 14 game_time++; 15} 16END_OF_FUNCTION(game_time_ticker) 17 18const int updates_per_second = 60; 19 20int main() 21{ 22 allegro_init(); 23 install_timer(); 24 25 LOCK_VARIABLE(ticks); 26 LOCK_FUNCTION(ticker); 27 install_int_ex(ticker, BPS_TO_TIMER(updates_per_second)); 28 29 LOCK_VARIABLE(game_time); 30 LOCK_FUNCTION(game_time_ticker); 31 install_int_ex(game_time_ticker, BPS_TO_TIMER(10));//i.e. game time is in tenths of seconds 32 33 bool quit = false; 34 35 int fps = 0; 36 int frames_done = 0; 37 int old_time = 0; 38 39 while(!quit) 40 { 41 while(ticks == 0) 42 { 43 rest(1); 44 } 45 46 while(ticks > 0) 47 { 48 int old_ticks = ticks; 49 50 DoLogic(); 51 52 ticks--; 53 if(old_ticks <= ticks) 54 break; 55 } 56 57 if(game_time - old_time >= 10)//i.e. a second has passed since we last measured the frame rate 58 { 59 fps = frames_done; 60 //fps now holds the the number of frames done in the last second 61 //you can now output it using textout_ex et al. 62 63 //reset for the next second 64 frames_done = 0; 65 old_time = game_time; 66 } 67 68 DrawEverything(); 69 frames_done++;//we drew a frame! 70 } 71 return 0; 72} 73END_OF_MAIN()

In Allegro 5 a simple mouse input program could look like the following (from http://wiki.allegro.cc/index.php?title=Allegro_5_Tutorial/Input):

#SelectExpand
1#include <stdio.h> 2#include <allegro5/allegro.h> 3 4const float FPS = 60; 5const int SCREEN_W = 640; 6const int SCREEN_H = 480; 7const int BOUNCER_SIZE = 32; 8 9int main(int argc, char **argv) 10{ 11 ALLEGRO_DISPLAY *display = NULL; 12 ALLEGRO_EVENT_QUEUE *event_queue = NULL; 13 ALLEGRO_TIMER *timer = NULL; 14 ALLEGRO_BITMAP *bouncer = NULL; 15 float bouncer_x = SCREEN_W / 2.0 - BOUNCER_SIZE / 2.0; 16 float bouncer_y = SCREEN_H / 2.0 - BOUNCER_SIZE / 2.0; 17 bool redraw = true; 18 19 if(!al_init()) { 20 fprintf(stderr, "failed to initialize allegro!\n"); 21 return -1; 22 } 23 24 if(!al_install_mouse()) { 25 fprintf(stderr, "failed to initialize the mouse!\n"); 26 return -1; 27 } 28 29 timer = al_create_timer(1.0 / FPS); 30 if(!timer) { 31 fprintf(stderr, "failed to create timer!\n"); 32 return -1; 33 } 34 35 display = al_create_display(SCREEN_W, SCREEN_H); 36 if(!display) { 37 fprintf(stderr, "failed to create display!\n"); 38 al_destroy_timer(timer); 39 return -1; 40 } 41 42 bouncer = al_create_bitmap(BOUNCER_SIZE, BOUNCER_SIZE); 43 if(!bouncer) { 44 fprintf(stderr, "failed to create bouncer bitmap!\n"); 45 al_destroy_display(display); 46 al_destroy_timer(timer); 47 return -1; 48 } 49 50 al_set_target_bitmap(bouncer); 51 52 al_clear_to_color(al_map_rgb(255, 0, 255)); 53 54 al_set_target_bitmap(al_get_backbuffer(display)); 55 56 event_queue = al_create_event_queue(); 57 if(!event_queue) { 58 fprintf(stderr, "failed to create event_queue!\n"); 59 al_destroy_bitmap(bouncer); 60 al_destroy_display(display); 61 al_destroy_timer(timer); 62 return -1; 63 } 64 65 al_register_event_source(event_queue, al_get_display_event_source(display)); 66 67 al_register_event_source(event_queue, al_get_timer_event_source(timer)); 68 69 al_register_event_source(event_queue, al_get_mouse_event_source()); 70 71 al_clear_to_color(al_map_rgb(0,0,0)); 72 73 al_flip_display(); 74 75 al_start_timer(timer); 76 77 while(1) 78 { 79 ALLEGRO_EVENT ev; 80 al_wait_for_event(event_queue, &ev); 81 82 if(ev.type == ALLEGRO_EVENT_TIMER) { 83 redraw = true; 84 } 85 else if(ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE) { 86 break; 87 } 88 else if(ev.type == ALLEGRO_EVENT_MOUSE_AXES || 89 ev.type == ALLEGRO_EVENT_MOUSE_ENTER_DISPLAY) { 90 91 bouncer_x = ev.mouse.x; 92 bouncer_y = ev.mouse.y; 93 } 94 else if(ev.type == ALLEGRO_EVENT_MOUSE_BUTTON_UP) { 95 break; 96 } 97 98 if(redraw && al_is_event_queue_empty(event_queue)) { 99 redraw = false; 100 101 al_clear_to_color(al_map_rgb(0,0,0)); 102 103 al_draw_bitmap(bouncer, bouncer_x, bouncer_y, 0); 104 105 al_flip_display(); 106 } 107 } 108 109 al_destroy_bitmap(bouncer); 110 al_destroy_timer(timer); 111 al_destroy_display(display); 112 al_destroy_event_queue(event_queue); 113 114 return 0; 115}

How could I efficiently measure the FPS and display this to the screen in Allegro 5?

SiegeLord
Member #7,827
October 2006
avatar

Same approach will work. Allegro 5 comes with a much better way to measure current time (game time in that example), al_get_time, so using a separate game timer is not necessary.

So the code would roughly be:

#SelectExpand
1double fps = 0; 2int frames_done = 0; 3double old_time = al_get_time(); 4 5while(1) 6{ 7 ... 8 9 if(redraw && al_is_event_queue_empty(event_queue)) { 10 ... 11 12 double game_time = al_get_time(); 13 if(game_time - old_time >= 1.0) { 14 fps = frames_done / (game_time - old_time); 15 16 frames_done = 0; 17 old_time = game_time; 18 } 19 20 frames_done++; 21 } 22}

There are probably 100 other ways to do it, though... I think pretty much every example that comes with A5 that displays FPS uses a different method of calculating it.

"For in much wisdom is much grief: and he that increases knowledge increases sorrow."-Ecclesiastes 1:18
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DocHoliday
Member #12,498
January 2011

That was perfect.
Thank you.

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