chore: tempoarily disable fps counter
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parent
8c248ffb11
commit
e35d81eeb8
10
src/main.zig
10
src/main.zig
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@ -88,8 +88,8 @@ pub fn main() anyerror!void {
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defer SDL.SDL_DestroyTexture(texture);
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defer SDL.SDL_DestroyTexture(texture);
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// Init FPS Timer
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// Init FPS Timer
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var timer = Timer.start() catch unreachable;
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// var timer = Timer.start() catch unreachable;
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var title_buf: [0x30]u8 = [_]u8{0x00} ** 0x30;
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// var title_buf: [0x30]u8 = [_]u8{0x00} ** 0x30;
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emu_loop: while (true) {
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emu_loop: while (true) {
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var event: SDL.SDL_Event = undefined;
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var event: SDL.SDL_Event = undefined;
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@ -107,9 +107,9 @@ pub fn main() anyerror!void {
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_ = SDL.SDL_RenderCopy(renderer, texture, null, null);
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_ = SDL.SDL_RenderCopy(renderer, texture, null, null);
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SDL.SDL_RenderPresent(renderer);
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SDL.SDL_RenderPresent(renderer);
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const fps = std.time.ns_per_s / timer.lap();
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// const fps = std.time.ns_per_s / timer.lap();
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const title = std.fmt.bufPrint(&title_buf, "ZBA FPS: {d}", .{fps}) catch unreachable;
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// const title = std.fmt.bufPrint(&title_buf, "ZBA FPS: {d}", .{fps}) catch unreachable;
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SDL.SDL_SetWindowTitle(window, title.ptr);
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// SDL.SDL_SetWindowTitle(window, title.ptr);
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}
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}
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quit.store(true, .Unordered); // Terminate Emulator Thread
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quit.store(true, .Unordered); // Terminate Emulator Thread
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