Rename iterations_per_second to physics_ticks_per_second

This makes it clearer that this property is only about physics FPS,
not rendering FPS.

The `physics_fps` project setting was also renamed to
`physics_ticks_per_second` for consistency.
This commit is contained in:
Hugo Locurcio
2021-08-11 02:35:16 +02:00
parent 18bd0fee5a
commit 937c1a716c
11 changed files with 46 additions and 46 deletions

View File

@ -77,10 +77,10 @@ protected:
int get_average_physics_steps(double &p_min, double &p_max);
// advance physics clock by p_process_step, return appropriate number of steps to simulate
MainFrameTime advance_core(double p_physics_step, int p_physics_fps, double p_process_step);
MainFrameTime advance_core(double p_physics_step, int p_physics_ticks_per_second, double p_process_step);
// calls advance_core, keeps track of deficit it adds to animaption_step, make sure the deficit sum stays close to zero
MainFrameTime advance_checked(double p_physics_step, int p_physics_fps, double p_process_step);
MainFrameTime advance_checked(double p_physics_step, int p_physics_ticks_per_second, double p_process_step);
// determine wall clock step since last iteration
double get_cpu_process_step();
@ -96,7 +96,7 @@ public:
void set_fixed_fps(int p_fixed_fps);
// advance one frame, return timesteps to take
MainFrameTime advance(double p_physics_step, int p_physics_fps);
MainFrameTime advance(double p_physics_step, int p_physics_ticks_per_second);
};
#endif // MAIN_TIMER_SYNC_H