mirror of
https://github.com/love2d/love.git
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134 lines
2.8 KiB
C++
134 lines
2.8 KiB
C++
/**
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* Copyright (c) 2006-2012 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 <common/config.h>
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#include <common/delay.h>
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#ifdef LOVE_WINDOWS
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# include <windows.h>
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# include <time.h>
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#else
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# include <sys/time.h>
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#endif
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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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: 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)/1000.0;
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double timeSinceLast = (currTime - prevFpsUpdate)/1000.0;
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// Update FPS?
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if (timeSinceLast > fpsUpdateFrequency)
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{
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fps = int((frames/timeSinceLast) + 0.5);
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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(double seconds)
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{
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if (seconds > 0)
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delay((int) (seconds*1000));
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}
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double Timer::getDelta() const
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{
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return dt;
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}
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int Timer::getFPS() const
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{
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return fps;
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}
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double Timer::getTime() const
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{
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return SDL_GetTicks()/1000.0;
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}
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double Timer::getMicroTime() const
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{
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#ifdef LOVE_WINDOWS
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static __int64 freq = 0;
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if (!freq)
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{
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LARGE_INTEGER temp;
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QueryPerformanceFrequency(&temp);
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freq = (__int64) temp.QuadPart;
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}
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LARGE_INTEGER microTime;
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QueryPerformanceCounter(µTime);
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// The 64 to 32 bit integer conversion, assuming the fraction part down
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// to microseconds takes 20 bits, should not be a problem unless the
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// system has an uptime of a few decades.
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return (double) microTime.QuadPart / (double) freq;
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#else
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timeval t;
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gettimeofday(&t, NULL);
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return t.tv_sec + t.tv_usec/1000000.0;
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#endif
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}
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} // sdl
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} // timer
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} // love
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