diff --git a/Dorkbox-Util/src/dorkbox/util/swing/ActiveRenderLoop.java b/Dorkbox-Util/src/dorkbox/util/swing/ActiveRenderLoop.java index dd384e5..df3bcaf 100644 --- a/Dorkbox-Util/src/dorkbox/util/swing/ActiveRenderLoop.java +++ b/Dorkbox-Util/src/dorkbox/util/swing/ActiveRenderLoop.java @@ -1,7 +1,7 @@ package dorkbox.util.swing; import dorkbox.util.ActionHandlerLong; -import dorkbox.util.SystemProps; +import dorkbox.util.Property; import javax.swing.JFrame; import java.awt.Graphics; @@ -12,6 +12,11 @@ import java.awt.image.BufferStrategy; * Loop that controls the active rendering process */ class ActiveRenderLoop implements Runnable { + + @Property + /** How many frames per second we want the Swing ActiveRender thread to run at */ + public static int TARGET_FPS = 30; + @SuppressWarnings("WhileLoopReplaceableByForEach") @Override public @@ -19,7 +24,6 @@ class ActiveRenderLoop implements Runnable { long lastTime = System.nanoTime(); // 30 FPS is usually just fine. This isn't a game where we need 60+ FPS. We permit this to be changed though, just in case it is. - final int TARGET_FPS = SystemProps.ActiveRenderTargetFPS; final long OPTIMAL_TIME = 1000000000 / TARGET_FPS; Graphics graphics = null;