Initial Mercurial commit.

This commit is contained in:
rude
2009-07-26 15:46:49 +02:00
commit dcb3dfd83d
417 changed files with 124060 additions and 0 deletions
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/**
* Copyright (c) 2006-2009 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#include "Timer.h"
namespace love
{
namespace timer
{
namespace sdl
{
Timer::Timer()
: time_init(0), currTime(0), prevFpsUpdate(0), fps(0), fpsUpdateFrequency(1),
frames(0), dt(0)
{
// Init the SDL timer system.
if(SDL_InitSubSystem(SDL_INIT_TIMER) < 0)
throw Exception(SDL_GetError());
}
Timer::~Timer()
{
// Quit SDL timer.
SDL_QuitSubSystem(SDL_INIT_TIMER);
}
const char * Timer::getName() const
{
return "love.timer.sdl";
}
void Timer::step()
{
// Frames rendered
frames++;
// "Current" time is previous time by now.
prevTime = currTime;
// Get ticks from SDL
currTime = SDL_GetTicks();
// Convert to number of seconds
dt = (currTime - prevTime)/1000.0f;
// Update FPS?
if((currTime - prevFpsUpdate)/1000.0f > fpsUpdateFrequency)
{
fps = frames/fpsUpdateFrequency;
prevFpsUpdate = currTime;
frames = 0;
}
}
void Timer::sleep(unsigned int ms)
{
SDL_Delay(ms);
}
float Timer::getDelta() const
{
return dt;
}
float Timer::getFPS() const
{
return fps;
}
float Timer::getTime() const
{
return (SDL_GetTicks() - time_init)/1000.0f;
}
} // sdl
} // timer
} // love
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/**
* Copyright (c) 2006-2009 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#ifndef LOVE_TIMER_SDL_TIMER_H
#define LOVE_TIMER_SDL_TIMER_H
// SDL
#include <SDL.h>
// LOVE
#include <common/Module.h>
namespace love
{
namespace timer
{
namespace sdl
{
/**
* An SDL timer module. Can keep track of time between certain function
* calls, and provides access to a FPS metric which updates once each second.
**/
class Timer : public Module
{
private:
// Timing vars for benchmarking.
Uint32 time_init;
// Frame delta vars.
Uint32 currTime;
Uint32 prevTime;
Uint32 prevFpsUpdate;
// Updated with a certain frequency.
float fps;
// The frequency by which to update the FPS.
float fpsUpdateFrequency;
// Frames since last FPS update.
int frames;
// The current timestep.
float dt;
public:
/**
* Constructor. Initializes the SDL/timer subsystem.
**/
Timer();
/**
* Destructor.
**/
~Timer();
/**
* Gets the name of the module.
* @return Always returns "love.timer.sdl".
**/
const char * getName() const;
/**
* Measures the time between this call and the previous call,
* and updates internal values accordinly.
**/
void step();
/**
* Tries to sleep for the specified amount of time. The precision is
* usually 1ms.
* @param ms The number of milliseconds to sleep for.
**/
void sleep(unsigned int ms);
/**
* Gets the time between the last two frames, assuming step is called
* each frame.
**/
float getDelta() const;
/**
* Gets the average FPS over the last second. Beucase the value is only updated
* once per second, it does not look erratic when displayed on screen.
* @return The "current" FPS.
**/
float getFPS() const;
/**
* Gets the amount of time since the program started. Only useful for timing
* code or measuring intervals.
* @return The time (in seconds) since the program started.
**/
float getTime() const;
}; // Timer
} // sdl
} // timer
} // love
#endif // LOVE_TIMER_SDL_TIMER_H
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/**
* Copyright (c) 2006-2009 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
// LOVE
#include "wrap_Timer.h"
namespace love
{
namespace timer
{
namespace sdl
{
static Timer * instance = 0;
int _wrap_step(lua_State * L)
{
instance->step();
return 0;
}
int _wrap_getDelta(lua_State * L)
{
lua_pushnumber(L, instance->getDelta());
return 1;
}
int _wrap_getFPS(lua_State * L)
{
lua_pushnumber(L, instance->getFPS());
return 1;
}
int _wrap_sleep(lua_State * L)
{
int ms = luaL_checkint(L, 1);
instance->sleep(ms);
return 0;
}
int _wrap_getTime(lua_State * L)
{
lua_pushnumber(L, instance->getTime());
return 1;
}
// List of functions to wrap.
static const luaL_Reg wrap_Timer_functions[] = {
{ "step", _wrap_step },
{ "getDelta", _wrap_getDelta },
{ "getFPS", _wrap_getFPS },
{ "sleep", _wrap_sleep },
{ "getTime", _wrap_getTime },
{ 0, 0 }
};
int wrap_Timer_open(lua_State * L)
{
if(instance == 0)
{
try
{
instance = new Timer();
}
catch(Exception & e)
{
return luaL_error(L, e.what());
}
}
luax_register_gc(L, "love.timer", instance);
return luax_register_module(L, wrap_Timer_functions, 0);
}
} // sdl
} // timer
} // love
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/**
* Copyright (c) 2006-2009 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#ifndef LOVE_TIMER_SDL_WRAP_TIMER_H
#define LOVE_TIMER_SDL_WRAP_TIMER_H
// LOVE
#include "Timer.h"
namespace love
{
namespace timer
{
namespace sdl
{
int _wrap_step(lua_State * L);
int _wrap_getDelta(lua_State * L);
int _wrap_getFPS(lua_State * L);
int _wrap_sleep(lua_State * L);
int _wrap_getTime(lua_State * L);
int wrap_Timer_open(lua_State * L);
} // sdl
} // timer
} // love
#endif // LOVE_TIMER_SDL_WRAP_TIMER_H