Rename Engine.target_fps and associated project setting to max_fps

This makes the setting easier to find, as research has found there are
numerous use cases to limiting FPS. This also improves documentation
related to the Engine property and project setting.

The project setting also works in projects exported in release mode,
so its location in the `debug/` section was misleading.
This commit is contained in:
Hugo Locurcio 2022-09-22 22:15:07 +02:00
parent 1371a97acf
commit 1c6c72caf1
No known key found for this signature in database
GPG key ID: 39E8F8BE30B0A49C
9 changed files with 44 additions and 36 deletions

View file

@ -59,12 +59,12 @@ double Engine::get_physics_jitter_fix() const {
return physics_jitter_fix;
}
void Engine::set_target_fps(int p_fps) {
_target_fps = p_fps > 0 ? p_fps : 0;
void Engine::set_max_fps(int p_fps) {
_max_fps = p_fps > 0 ? p_fps : 0;
}
int Engine::get_target_fps() const {
return _target_fps;
int Engine::get_max_fps() const {
return _max_fps;
}
uint64_t Engine::get_frames_drawn() {

View file

@ -60,7 +60,7 @@ private:
int ips = 60;
double physics_jitter_fix = 0.5;
double _fps = 1;
int _target_fps = 0;
int _max_fps = 0;
double _time_scale = 1.0;
uint64_t _physics_frames = 0;
double _physics_interpolation_fraction = 0.0f;
@ -96,8 +96,8 @@ public:
void set_physics_jitter_fix(double p_threshold);
double get_physics_jitter_fix() const;
virtual void set_target_fps(int p_fps);
virtual int get_target_fps() const;
virtual void set_max_fps(int p_fps);
virtual int get_max_fps() const;
virtual double get_frames_per_second() const { return _fps; }