print fps sfml

Here is an example of how you can print frames per second (fps) using the SFML library in C++:

#include <SFML/Graphics.hpp>
#include <iostream>

int main()
{
    sf::RenderWindow window(sf::VideoMode(800, 600), "SFML Example");
    sf::Clock clock;
    int frames = 0;

    while (window.isOpen())
    {
        sf::Event event;
        while (window.pollEvent(event))
        {
            if (event.type == sf::Event::Closed)
                window.close();
        }

        window.clear();

        // Draw your game objects here

        window.display();

        frames++;
        if (clock.getElapsedTime().asSeconds() >= 1)
        {
            std::cout << "FPS: " << frames << std::endl;
            frames = 0;
            clock.restart();
        }
    }

    return 0;
}

Explanation: 1. We include the necessary SFML headers (<SFML/Graphics.hpp>) for graphics and input handling, as well as the <iostream> header for output. 2. In the main() function, we create a sf::RenderWindow object named window with a size of 800x600 pixels and a title "SFML Example". 3. We create a sf::Clock object named clock to measure the elapsed time. 4. We initialize a variable frames to keep track of the number of frames rendered. 5. Inside the main game loop (while (window.isOpen())), we handle events using window.pollEvent(event) and close the window if the close button is clicked. 6. We clear the window using window.clear() to prepare it for drawing. 7. You can draw your game objects or any other graphics you want to display between window.clear() and window.display(). 8. We display the contents of the window using window.display(). 9. We increment frames by 1. 10. We check if one second has elapsed using clock.getElapsedTime().asSeconds() >= 1. If true, it means one second has passed since the last FPS count. 11. Inside the if statement, we output the FPS value using std::cout << "FPS: " << frames << std::endl. 12. We reset frames to 0 and restart the clock using frames = 0; and clock.restart(). 13. The game loop continues until the window is closed. 14. Finally, we return 0 to indicate successful program execution.

This code creates a window, renders frames, and prints the FPS value once per second. You can insert your own game logic or graphics rendering code in the appropriate places to customize the behavior of your application.