Cocos2d-x setAnimationInterval doesn't work on Android

android, c++, cocos2d-x, eclipse, frame-rate

Solution

So I've actually managed to kind of achieve it. You have to edit the Cocos2dxRenderer.java file and then clean and rebuild Cocos2d-x.

Here is the code :

public void onDrawFrame(final GL10 gl) {

     // FPS controlling algorithm is not accurate, and it will slow down FPS
     // on some devices. So comment FPS controlling code.



    try {
        if (loopRuntime < 40) {
            Log.wtf("RENDERER", "Sleeping for == " + (40 - loopRuntime));
            Thread.sleep(40 - loopRuntime);
        }
    } catch (InterruptedException e) {
        e.printStackTrace();
    }

    //final long nowInNanoSeconds = System.nanoTime();
    //final long interval = nowInNanoSeconds - this.mLastTickInNanoSeconds;

            loopStart = System.currentTimeMillis();

    // should render a frame when onDrawFrame() is called or there is a
    // "ghost"
    Cocos2dxRenderer.nativeRender();

    loopEnd = System.currentTimeMillis();
    loopRuntime = (loopEnd - loopStart);

    Log.wtf("RENDERER", "loopRunTime == " + loopRuntime);

    // fps controlling
    /*if (interval < Cocos2dxRenderer.sAnimationInterval) {
        try {
            // because we render it before, so we should sleep twice time interval
            Thread.sleep((Cocos2dxRenderer.sAnimationInterval - interval) / Cocos2dxRenderer.NANOSECONDSPERMICROSECOND);
        } catch (final Exception e) {
        }
    }*/

    //this.mLastTickInNanoSeconds = nowInNanoSeconds;
}

Weird thing is that when I uncommented the fps control parts that were there it did nothing, and when I wrote my version it does... Anyway, the "magic" value of 40 there gives about 35fps, but you could of course easily change it to work with values passed through setAnimationInterval();

EDIT : I moved the loopStart line to after the sleep -> the sleep time shouldn't be included in loopTime.

Problem

I try to set the max FPS in my application in Cocos2d-x with the following code: ``` CCDirector::sharedDirector()->setAnimationInterval(1.0 / 30); ``` It's working on iOS, but when I test it on three Android devices it's ignored, and renders frames with the standard interval (1/60). How can I properly set the max FPS on Android using cocos2d-x?

Original source