feat: Introduce TimingManager for Accurate Frame Timing
- Added TimingManager class to provide precise timing for animations and frame pacing, addressing issues with ImGui::GetIO().DeltaTime. - Updated event handling in the window management to use SDL_PollEvent for improved responsiveness. - Integrated TimingManager into EditorManager, BackgroundRenderer, and WelcomeScreen for consistent delta time usage across the application. - Enhanced animation updates to utilize accurate frame timing, improving visual performance and user experience.
This commit is contained in:
119
src/app/core/timing.h
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119
src/app/core/timing.h
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#ifndef YAZE_APP_CORE_TIMING_H
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#define YAZE_APP_CORE_TIMING_H
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#include <SDL.h>
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#include <cstdint>
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namespace yaze {
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namespace core {
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/**
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* @class TimingManager
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* @brief Provides accurate timing for animations and frame pacing
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*
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* This class solves the issue where ImGui::GetIO().DeltaTime only updates
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* when events are processed (mouse movement, etc). It uses SDL's performance
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* counter to provide accurate timing regardless of input events.
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*/
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class TimingManager {
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public:
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static TimingManager& Get() {
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static TimingManager instance;
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return instance;
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}
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/**
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* @brief Update the timing manager (call once per frame)
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* @return The delta time since last update in seconds
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*/
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float Update() {
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uint64_t current_time = SDL_GetPerformanceCounter();
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float delta_time = 0.0f;
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if (last_time_ > 0) {
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delta_time = (current_time - last_time_) / static_cast<float>(frequency_);
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// Clamp delta time to prevent huge jumps (e.g., when debugging)
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if (delta_time > 0.1f) {
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delta_time = 0.1f;
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}
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accumulated_time_ += delta_time;
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frame_count_++;
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// Update FPS counter once per second
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if (accumulated_time_ >= 1.0f) {
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fps_ = static_cast<float>(frame_count_) / accumulated_time_;
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frame_count_ = 0;
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accumulated_time_ = 0.0f;
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}
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}
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last_time_ = current_time;
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last_delta_time_ = delta_time;
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return delta_time;
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}
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/**
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* @brief Get the last frame's delta time in seconds
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*/
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float GetDeltaTime() const {
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return last_delta_time_;
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}
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/**
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* @brief Get current FPS
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*/
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float GetFPS() const {
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return fps_;
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}
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/**
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* @brief Get total elapsed time since first update
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*/
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float GetElapsedTime() const {
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if (last_time_ == 0) return 0.0f;
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uint64_t current_time = SDL_GetPerformanceCounter();
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return (current_time - first_time_) / static_cast<float>(frequency_);
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}
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/**
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* @brief Reset the timing state
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*/
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void Reset() {
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last_time_ = 0;
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first_time_ = SDL_GetPerformanceCounter();
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accumulated_time_ = 0.0f;
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frame_count_ = 0;
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fps_ = 0.0f;
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last_delta_time_ = 0.0f;
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}
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private:
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TimingManager() {
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frequency_ = SDL_GetPerformanceFrequency();
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first_time_ = SDL_GetPerformanceCounter();
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last_time_ = 0;
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accumulated_time_ = 0.0f;
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frame_count_ = 0;
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fps_ = 0.0f;
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last_delta_time_ = 0.0f;
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}
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uint64_t frequency_;
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uint64_t first_time_;
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uint64_t last_time_;
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float accumulated_time_;
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uint32_t frame_count_;
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float fps_;
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float last_delta_time_;
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TimingManager(const TimingManager&) = delete;
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TimingManager& operator=(const TimingManager&) = delete;
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};
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} // namespace core
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} // namespace yaze
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#endif // YAZE_APP_CORE_TIMING_H
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@@ -120,28 +120,29 @@ absl::Status ShutdownWindow(Window& window) {
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absl::Status HandleEvents(Window& window) {
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SDL_Event event;
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ImGuiIO& io = ImGui::GetIO();
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SDL_WaitEvent(&event);
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ImGui_ImplSDL2_ProcessEvent(&event);
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switch (event.type) {
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case SDL_KEYDOWN:
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case SDL_KEYUP: {
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io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
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io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
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io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
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io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
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break;
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}
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case SDL_WINDOWEVENT:
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switch (event.window.event) {
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case SDL_WINDOWEVENT_CLOSE:
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window.active_ = false;
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break;
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case SDL_WINDOWEVENT_SIZE_CHANGED:
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io.DisplaySize.x = static_cast<float>(event.window.data1);
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io.DisplaySize.y = static_cast<float>(event.window.data2);
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break;
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while (SDL_PollEvent(&event)) {
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ImGui_ImplSDL2_ProcessEvent(&event);
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switch (event.type) {
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case SDL_KEYDOWN:
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case SDL_KEYUP: {
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io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
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io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
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io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
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io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
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break;
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}
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break;
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case SDL_WINDOWEVENT:
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switch (event.window.event) {
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case SDL_WINDOWEVENT_CLOSE:
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window.active_ = false;
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break;
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case SDL_WINDOWEVENT_SIZE_CHANGED:
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io.DisplaySize.x = static_cast<float>(event.window.data1);
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io.DisplaySize.y = static_cast<float>(event.window.data2);
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break;
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}
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break;
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}
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}
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int mouseX;
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int mouseY;
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@@ -11,6 +11,7 @@
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#include "absl/strings/match.h"
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#include "absl/strings/str_cat.h"
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#include "app/core/features.h"
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#include "app/core/timing.h"
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#include "util/file_util.h"
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#include "app/core/project.h"
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#include "app/editor/code/assembly_editor.h"
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@@ -636,6 +637,10 @@ void EditorManager::Initialize(const std::string& filename) {
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}
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absl::Status EditorManager::Update() {
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// Update timing manager for accurate delta time across the application
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// This fixes animation timing issues that occur when mouse isn't moving
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core::TimingManager::Get().Update();
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popup_manager_->DrawPopups();
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ExecuteShortcuts(context_.shortcut_manager);
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toast_manager_.Draw();
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@@ -1475,7 +1480,7 @@ void EditorManager::DrawMenuBar() {
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if (show_emulator_) {
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Begin("Emulator", &show_emulator_, ImGuiWindowFlags_MenuBar);
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emulator_.Run();
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emulator_.Run(current_rom_);
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End();
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}
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@@ -3,6 +3,7 @@
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#include <algorithm>
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#include <cmath>
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#include "app/core/timing.h"
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#include "app/gui/theme_manager.h"
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#include "imgui/imgui.h"
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@@ -23,7 +24,7 @@ void BackgroundRenderer::RenderDockingBackground(ImDrawList* draw_list, const Im
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const ImVec2& window_size, const Color& theme_color) {
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if (!draw_list) return;
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UpdateAnimation(ImGui::GetIO().DeltaTime);
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UpdateAnimation(core::TimingManager::Get().GetDeltaTime());
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// Get current theme colors
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auto& theme_manager = ThemeManager::Get();
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@@ -10,6 +10,7 @@
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#include "absl/time/clock.h"
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#include "absl/time/time.h"
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#include "app/core/project.h"
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#include "app/core/timing.h"
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#include "app/gui/icons.h"
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#include "app/gui/theme_manager.h"
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#include "imgui/imgui.h"
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@@ -244,7 +245,8 @@ bool WelcomeScreen::Show(bool* p_open) {
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}
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// Smooth interpolation to target position (faster response)
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float lerp_speed = 8.0f * ImGui::GetIO().DeltaTime;
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// Use TimingManager for accurate delta time
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float lerp_speed = 8.0f * yaze::core::TimingManager::Get().GetDeltaTime();
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triforce_positions_[i].x += (target_pos.x - triforce_positions_[i].x) * lerp_speed;
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triforce_positions_[i].y += (target_pos.y - triforce_positions_[i].y) * lerp_speed;
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