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Initial Mercurial commit.
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@@ -0,0 +1,94 @@
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/**
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* Copyright (c) 2006-2009 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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#include "Timer.h"
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namespace love
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{
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namespace timer
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{
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namespace sdl
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{
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Timer::Timer()
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: time_init(0), currTime(0), prevFpsUpdate(0), fps(0), fpsUpdateFrequency(1),
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frames(0), dt(0)
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{
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// Init the SDL timer system.
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if(SDL_InitSubSystem(SDL_INIT_TIMER) < 0)
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throw Exception(SDL_GetError());
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}
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Timer::~Timer()
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{
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// Quit SDL timer.
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SDL_QuitSubSystem(SDL_INIT_TIMER);
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}
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const char * Timer::getName() const
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{
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return "love.timer.sdl";
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}
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void Timer::step()
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{
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// Frames rendered
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frames++;
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// "Current" time is previous time by now.
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prevTime = currTime;
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// Get ticks from SDL
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currTime = SDL_GetTicks();
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// Convert to number of seconds
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dt = (currTime - prevTime)/1000.0f;
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// Update FPS?
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if((currTime - prevFpsUpdate)/1000.0f > fpsUpdateFrequency)
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{
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fps = frames/fpsUpdateFrequency;
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prevFpsUpdate = currTime;
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frames = 0;
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}
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}
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void Timer::sleep(unsigned int ms)
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{
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SDL_Delay(ms);
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}
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float Timer::getDelta() const
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{
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return dt;
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}
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float Timer::getFPS() const
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{
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return fps;
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}
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float Timer::getTime() const
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{
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return (SDL_GetTicks() - time_init)/1000.0f;
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}
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} // sdl
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} // timer
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} // love
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@@ -0,0 +1,121 @@
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/**
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* Copyright (c) 2006-2009 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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#ifndef LOVE_TIMER_SDL_TIMER_H
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#define LOVE_TIMER_SDL_TIMER_H
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// SDL
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#include <SDL.h>
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// LOVE
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#include <common/Module.h>
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namespace love
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{
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namespace timer
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{
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namespace sdl
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{
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/**
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* An SDL timer module. Can keep track of time between certain function
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* calls, and provides access to a FPS metric which updates once each second.
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**/
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class Timer : public Module
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{
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private:
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// Timing vars for benchmarking.
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Uint32 time_init;
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// Frame delta vars.
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Uint32 currTime;
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Uint32 prevTime;
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Uint32 prevFpsUpdate;
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// Updated with a certain frequency.
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float fps;
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// The frequency by which to update the FPS.
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float fpsUpdateFrequency;
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// Frames since last FPS update.
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int frames;
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// The current timestep.
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float dt;
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public:
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/**
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* Constructor. Initializes the SDL/timer subsystem.
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**/
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Timer();
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/**
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* Destructor.
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**/
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~Timer();
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/**
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* Gets the name of the module.
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* @return Always returns "love.timer.sdl".
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**/
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const char * getName() const;
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/**
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* Measures the time between this call and the previous call,
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* and updates internal values accordinly.
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**/
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void step();
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/**
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* Tries to sleep for the specified amount of time. The precision is
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* usually 1ms.
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* @param ms The number of milliseconds to sleep for.
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**/
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void sleep(unsigned int ms);
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/**
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* Gets the time between the last two frames, assuming step is called
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* each frame.
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**/
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float getDelta() const;
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/**
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* Gets the average FPS over the last second. Beucase the value is only updated
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* once per second, it does not look erratic when displayed on screen.
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* @return The "current" FPS.
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**/
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float getFPS() const;
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/**
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* Gets the amount of time since the program started. Only useful for timing
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* code or measuring intervals.
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* @return The time (in seconds) since the program started.
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**/
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float getTime() const;
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}; // Timer
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} // sdl
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} // timer
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} // love
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#endif // LOVE_TIMER_SDL_TIMER_H
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@@ -0,0 +1,94 @@
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/**
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* Copyright (c) 2006-2009 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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// LOVE
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#include "wrap_Timer.h"
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namespace love
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{
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namespace timer
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{
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namespace sdl
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{
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static Timer * instance = 0;
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int _wrap_step(lua_State * L)
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{
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instance->step();
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return 0;
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}
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int _wrap_getDelta(lua_State * L)
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{
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lua_pushnumber(L, instance->getDelta());
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return 1;
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}
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int _wrap_getFPS(lua_State * L)
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{
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lua_pushnumber(L, instance->getFPS());
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return 1;
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}
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int _wrap_sleep(lua_State * L)
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{
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int ms = luaL_checkint(L, 1);
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instance->sleep(ms);
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return 0;
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}
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int _wrap_getTime(lua_State * L)
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{
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lua_pushnumber(L, instance->getTime());
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return 1;
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}
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// List of functions to wrap.
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static const luaL_Reg wrap_Timer_functions[] = {
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{ "step", _wrap_step },
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{ "getDelta", _wrap_getDelta },
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{ "getFPS", _wrap_getFPS },
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{ "sleep", _wrap_sleep },
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{ "getTime", _wrap_getTime },
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{ 0, 0 }
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};
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int wrap_Timer_open(lua_State * L)
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{
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if(instance == 0)
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{
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try
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{
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instance = new Timer();
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}
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catch(Exception & e)
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{
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return luaL_error(L, e.what());
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}
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}
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luax_register_gc(L, "love.timer", instance);
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return luax_register_module(L, wrap_Timer_functions, 0);
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}
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} // sdl
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} // timer
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} // love
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@@ -0,0 +1,45 @@
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/**
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* Copyright (c) 2006-2009 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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||||
* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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#ifndef LOVE_TIMER_SDL_WRAP_TIMER_H
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#define LOVE_TIMER_SDL_WRAP_TIMER_H
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// LOVE
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#include "Timer.h"
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namespace love
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{
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namespace timer
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{
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namespace sdl
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{
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int _wrap_step(lua_State * L);
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int _wrap_getDelta(lua_State * L);
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int _wrap_getFPS(lua_State * L);
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int _wrap_sleep(lua_State * L);
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int _wrap_getTime(lua_State * L);
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int wrap_Timer_open(lua_State * L);
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} // sdl
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} // timer
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} // love
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#endif // LOVE_TIMER_SDL_WRAP_TIMER_H
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