wip low fps mode for hidden states and powersave modes.

dont use yet, as all compute is still done in the render method
This commit is contained in:
2024-01-06 14:38:21 +01:00
parent 14fcaf1d7e
commit 5a0651eaf0
2 changed files with 86 additions and 5 deletions

View File

@ -38,8 +38,6 @@ extern "C" {
struct MainScreen final : public Screen {
SDL_Renderer* renderer;
std::chrono::high_resolution_clock::time_point last_time = std::chrono::high_resolution_clock::now();
SimpleConfigModel conf;
Contact3Registry cr;
RegistryMessageModel rmm;
@ -66,6 +64,9 @@ struct MainScreen final : public Screen {
ToxUIUtils tuiu;
ToxDHTCapHisto tdch;
bool _window_hidden {false};
bool _window_hidden_ts {0};
MainScreen(SDL_Renderer* renderer_, std::string save_path, std::string save_password, std::vector<std::string> plugins);
~MainScreen(void);
@ -76,6 +77,11 @@ struct MainScreen final : public Screen {
Screen* render(float time_delta, bool&) override;
Screen* tick(float time_delta, bool&) override;
// 0 - normal
// 1 - power save
int _fps_perf_mode {0};
int _compute_perf_mode {0};
float _render_interval {1.f/60.f};
float _min_tick_interval {0.f};