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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.
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@@ -77,14 +77,14 @@ void main_loop_callback() {
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return; // Skip frame.
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}
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int target_fps = Engine::get_singleton()->get_target_fps();
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if (target_fps > 0) {
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int max_fps = Engine::get_singleton()->get_max_fps();
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if (max_fps > 0) {
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if (current_ticks - target_ticks > 1000000) {
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// When the window loses focus, we stop getting updates and accumulate delay.
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// For this reason, if the difference is too big, we reset target ticks to the current ticks.
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target_ticks = current_ticks;
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}
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target_ticks += (uint64_t)(1000000 / target_fps);
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target_ticks += (uint64_t)(1000000 / max_fps);
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}
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if (os->main_loop_iterate()) {
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emscripten_cancel_main_loop(); // Cancel current loop and wait for cleanup_after_sync.
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