SDL2 "skip" frames when mouse no moving - c++

I'm trying to make some animation with SDL2.
SDL2 has some bad performance, and my simple chess game was running at 10fps.
I don't want to redraw the whole screen every frames, it takes way to long. So in order to optimize my game I decided to code an Animation class ( a simple fade in/out effect) which only redraw some part of the screen everyframe (basicly redraw the selected piece)
void myGame::sdlLoop() {
SDL_Event events;
bool quit = false;
while (!quit) {
bool redraw = false; //We assume we don't want to redraw everything (yet)
while (SDL_PollEvent(&events)) {
switch (events.key.keysym.scancode) {
....
}
if(redraw) draw(); // Only redraw whole screen IF NEEDED
else drawAnimations(); // Better use that for better performance
}
}
}
void myGame::drawAnimations(){
int i = 0;
while(i < arr.size()){
....
drawThingsAtCertainsPixels(now_time, animation_start_time, animation_duration); //Basicly a simple fade effect, something like
//pixelColor = color1 * advancement + color2 * (1 - advancement)
}
// Show the window
SDL_RenderPresent( m_renderer );
}
So far so good, but I noticed a weird behavior.
The animation is "jerky", most of the frames are skipped
I ended up avec all of my fadeout unfinished because the last frame where skipped.
But, when I constantly move the mouse, everything goes right and no frame are dropped
I think it is linked to SDL wanting to optimize performance, and only run at 100% speed when someting important is going on (user inputting things or windows interacted).
Do you know why is this happening, and how to fix that ?
I mean how to have SDL2 computing every frame even if I don't move the mouse.

I feel a bit guilty for finding the solution right after posting this question (but I swear I tore my hair out a lot)
The solution is quite simple
while (!quit) {
bool redraw = false; //We assume we don't want to redraw everything (yet)
while (SDL_PollEvent(&events)) {
switch (events.key.keysym.scancode) {
....
}
if(redraw) draw(); // Only redraw whole screen IF NEEDED
else drawAnimation(); // Better use that for better performance
}
}
Just move the drawAnimations() function a bit lower, out of the while (SDL_PollEvent(&events)) {
while (!quit) {
bool redraw = false; //We assume we don't want to redraw everything (yet)
while (SDL_PollEvent(&events)) {
switch (events.key.keysym.scancode) {
....
}
}
if(redraw) draw(); // Only redraw whole screen IF NEEDED
else drawAnimation(); // Better use that for better performance
}

Related

Flickering when drawing the background outside of the main loop

Here's my CODE:
#include <SFML\Graphics.hpp>
sf::RenderWindow renderWindow(sf::VideoMode(300, 300), "The Problem");
int main()
{
sf::Texture tX;
tX.loadFromFile("Recursos/Fondo.png");
sf::Sprite tXt(tX);
renderWindow.draw(tXt);
while (true) // main loop
{
renderWindow.display();
}
}
tX is a large sprite (think: background), so I want to avoid redrawing it every frame.
When I try this, I get flickering, and I have no idea where it's coming from.
Your code, simplified, pseudo:
Initialize();
Draw();
Loop {
Display();
}
What you're doing is drawing the scene to a buffer (without clearing it first, by the way), and then displaying it in a loop (without redrawing anything).
I think the reason you have flickering is due to double-buffering (v-sync).
What ends up happening is that you drew to one buffer, but left the other one empty. When you display the active buffer, they get flipped (so the next time you display, it's an empty buffer).
You really should draw inside the loop.
Alternatively, you can disable multiple-buffering, or try drawing, displaying, drawing again, and then looping (so that you draw to both buffers, assuming there are only two).
Both solutions are not elegant.
If drawing the background really needs optimization, I'm afraid SFML won't give you that granularity. You might want to look in to OpemGL Stencil wizardry.

sfml animation of explosion after mouseclick

I need your piece of advice. I'm using SFML and I need to play animation from the spritesheet(f.e. 64 frames and 40px width/height of each frame) after mouseclick event. The only solution I've come to is:
if (event.type == sf::Event::MouseButtonPressed) {
if (event.key.code == sf::Mouse::Left) {
float frame = 0;
float frameCount = 64;
float animSpeed = 0.005;
while (frame < frameCount) {
spriteAnimation->setTextureRect(sf::IntRect(int(frame)*w, 0, w, w));
frame += animSpeed;
window->draw(rect); // clear the area of displaying animation
window->draw(*spriteAnimation);
window->display();
}
...
But calling window->display() so many times is really not good;
Can you suggest better variants?
Instead of jamming all of your code for the animation into the event block you should spread it out.
Your design here is very inflexible in that if you ever want to display anything other than an animation you are going to have to call window->display() again outside of your event loop.
Generally in SFML your game loop proceeds similarly to as follows:
initialize();
while(running)
{
checkEvents();
clear();
update();
display();
}
Instead of performing all of the calculations and displaying for your animation inside the event's if statement you should set a bool or call a doAnimation() function of some sort. I've written a rough example below:
bool doAnimation = 0;
//declare frame, framespeed, etc
if (event.type == sf::Event::MouseButtonPressed)
{
if (event.key.code == sf::Mouse::Left)
{
doAnimation = true;
//reset frame, framespeed, etc
}
}
clear();
if(doAnimation)
{
sprite->setTexture(...);
if(frame == endFrame)
{
doAnimation = 0;
}
drawSprite();
}
window->display();
There are tons of ways to solve your problem. My example is less flexible than I would think is ideal but depending on the needs of your program it may work fine. If you wanted to take the next step moving the animation into a class of some sort would make your life a lot easier in the long run.

MFC - How to draw pixel waves inside a rectangle

I am new to MFC trying to learn from the scratch.
I am trying to create a small dialog based application in VS2012 - MFC.
On the dialog window i have drawn a rectangle (in OnPaint event) like this.
CPaintDC dc(this);
CRect background1(10,10,208,92);
dc.Rectangle(10,10,208,92);
Then i filled the bacground with some color. Like this.
CBrush brush1;
brush1.CreateSolidBrush(RGB(2,3,4));
dc.FillRect(background1,&brush1);
Now i wanted to draw waves in form of pixels continuously inside the rectangle.
As of now what i have done is,
bool top = false;
for(i=10,j=92;i<200 && j>10;)
{
pDC->SetPixel(i,j,NewColor);
Sleep(10);
if(!top)
j-=1;
else
j+=1;
if(j%4==0)
{
i+=1;
}
if(j==12)
top=true;
if(j==90)
top = false;
}
I am just drawing the pixels straightaway on the window, but within the dimensions where the rectangle lies. And the waves stop as it reaches the right dimension of the rect. But i feel thats not the right way to do it.
I want to draw the waves inside the rectangle and also continuosly, like when it reacahes the right end it should move left and it should be continuous.
Is there any proper way in MFC to draw something inside a rectangle (technically inside another object)?
Please help me out.
The ScrollWindow function can be used to scroll the existing graph to the left. Then you draw the new data to the right of the scrolled area. The drawing will be much faster if you use the Polyline function instead of DrawPixel: Polyline draws an array of pixels.
I tried your code and just added some condition, so that if it reaches right side it should start moving toward left.
void CMyDlg::OnBnClickedOk()
{
CWnd *cWnd = FromHandle(m_hWnd);
CDC *pDC = cWnd->GetDC();
bool top = false;
bool right = false;
int i,j;
for(i=10,j=92;i<=200 && j>10;)
{
pDC->SetPixel(i,j,RGB(255,255,255));
Sleep(10);
if(!top)
j-=1;
else
j+=1;
if(j%4==0)
{
if(!right)
i++; // if reaches right side i--;
else{
i--;
}
}
if(j==12)
top=true;
else if(j==90)
top = false;
if(i == 200)// make right = true if reaches right side
right = true;
else if(i == 10)// make false it reaches left side
right = false;
}
}
I am getting output something like this
NOTE: this will cause infinite loop, you need to check condition where you have to stop printing pixels.
You are NOT looping with Sleep(10) in your WM_PAINT handler, are you?
MFC or not, you should separate your data processing from presentation.
It appears you are trying to do an animation; the simplest way to do it is to have an off-screen (memory) DC and drawing your pixels on it. At certain times (frame rate?), you would call parent's InvalidateRect()/UpdateWindow() pair. Then in ON_PAINT, you would BitBlt() your prepared DC onto your preferred location in the dialog.

how should i use glutPostRedisplay in a loop to call display multiple times when an event occures?

i am new to opengl.
i want to draw my scene a few times when the user presses some key, i have called glutPostRedisplay in a for loop when the key is pressed but it just redraws my scene one time. how should i handle this problem?
First off, glutPostRedisplay is a function that belongs to GLUT, which is not part of OpenGL but a 3rd party library/framework. There are other frameworks, or you can do everything from scratch (heck, I just remembered, that when I began learning OpenGL some 14 years ago, GLUT won't properly work for me, so I did write my framework from scratch then).
i want to draw my scene a few times when the user presses some key
Never mix drawing and animation logic with event processing. If the user pressed a key that triggers some animation, set a flag (=some variable), that the animation should be played and then iterate through the animation in your render/animation loop.
i have called glutPostRedisplay in a for loop when the key is pressed but it just redraws my scene one time
glutPostRedisplay won't trigger a redraw immediately. It sets a flags, that the GLUT message loop shouls issue a redraw instead of going idle after all message processing. Of course this flag doesn't accumulate.
So here's a layout using GLUT. Unfortunately GLUT is subobtimal for this kind of things, because it doesn't give you control over the event loop, which makes precise timing cumbersome to achieve.
time_t rendertimer;
void stopwatch(time_t); // some external helper function that reports time between calls
typedef enum {stop, play} animstate;
struct animation {
float time;
float duration;
animstate state;
};
animation animations[...];
void keyboard(key, x, y)
{
if(key == ...) {
animations[0].time = 0;
animations[0].state = play;
}
glutPostRedisplay();
}
void idle()
{
float deltaT = stopwatch(rendertimer);
if( animation[...].state == play ) {
animation[...].time += deltaT;
if( animation[...].duration <= animation[...].time ) {
animation[...].state = stop;
}
}
glutPostRedisplay();
}
void display()
{
draw_objects_according_to_animation();
}

How can you animate a sprite in SFML

Lets say I have 4 images and I want to use these 4 images to animate a character. The 4 images represent the character walking. I want the animation to repeat itself as long as I press the key to move but to stop right when I unpress it. It doesn't need to be SFML specific if you don't know it, just basic theory would really help me.
Thank you.
You may want some simple kind of state machine. When the key is down (see sf::Input's IsKeyDown method), have the character in the "animated" state. When the key is not down, have the character in "not animated" state. Of course, you could always skip having this "state" and just do what I mention below (depending on exactly what you're doing).
Then, if the character is in the "animated" state, get the next "image" (see the next paragraph for more details on that). For example, if you have your images stored in a simple 4 element array, the next image would be at (currentIndex + 1) % ARRAY_SIZE. Depending on what you are doing, you may want to store your image frames in a more sophisticated data structure. If the character is not in the "animated" state, then you wouldn't do any updating here.
If your "4 images" are within the same image file, you can use the sf::Sprite's SetSubRect method to change the portion of the image displayed. If you actually have 4 different images, then you probably would need to use the sf::Sprite's SetImage method to switch the images out.
How would you enforce a framerate so that the animation doesn't happen too quickly?
Hello please see my answer here and accept this post as the best solution.
https://stackoverflow.com/a/52656103/3624674
You need to supply duration per frame and have the total progress be used to step through to the frame.
In the Animation source file do
class Animation {
std::vector<Frame> frames;
double totalLength;
double totalProgress;
sf::Sprite *target;
public:
Animation(sf::Sprite& target) {
this->target = &target;
totalProgress = 0.0;
}
void addFrame(Frame& frame) {
frames.push_back(std::move(frame));
totalLength += frame.duration;
}
void update(double elapsed) {
// increase the total progress of the animation
totalProgress += elapsed;
// use this progress as a counter. Final frame at progress <= 0
double progress = totalProgress;
for(auto frame : frames) {
progress -= (*frame).duration;
// When progress is <= 0 or we are on the last frame in the list, stop
if (progress <= 0.0 || &(*frame) == &frames.back())
{
target->setTextureRect((*frame).rect);
break; // we found our frame
}
}
};
To stop when you unpress, simply only animate when the key is held
if(isKeyPressed) {
animation.update(elapsed);
}
To support multiple animations for different situations have a boolean for each state
bool isWalking, isJumping, isAttacking;
...
if(isJumping && !isWalking && !isAttacking) {
jumpAnimation.update(elapsed);
} else if(isWalking && !isAttacking) {
walkAnimation.update(elapsed);
} else if(isAttacking) {
attackAnimation.update(elapsed);
}
...
// now check for keyboard presses
if(jumpkeyPressed) { isJumping = true; } else { isJumping false; }