Improved hi-res timer on Win32

This commit is contained in:
Ray 2017-05-08 02:37:37 +02:00
parent a522914183
commit 83aba22e49

View File

@ -41,6 +41,9 @@
* #define SUPPORT_MOUSE_GESTURES
* Mouse gestures are directly mapped like touches and processed by gestures system.
*
* #define SUPPORT_BUSY_WAIT_LOOP
* Use busy wait loop for timming sync, if not defined, a high-resolution timer is setup and used
*
* DEPENDENCIES:
* GLFW3 - Manage graphic device, OpenGL context and inputs on PLATFORM_DESKTOP (Windows, Linux, OSX)
* raymath - 3D math functionality (Vector3, Matrix, Quaternion)
@ -75,6 +78,7 @@
#define SUPPORT_MOUSE_GESTURES
#define SUPPORT_CAMERA_SYSTEM
#define SUPPORT_GESTURES_SYSTEM
#define SUPPORT_BUSY_WAIT_LOOP
//-------------------------------------------------
#include "raylib.h"
@ -104,9 +108,9 @@
#include <string.h> // Required for: strrchr(), strcmp()
//#include <errno.h> // Macros for reporting and retrieving error conditions through error codes
#if defined __linux__ || defined(PLATFORM_WEB)
#if defined(__linux__) || defined(PLATFORM_WEB)
#include <sys/time.h> // Required for: timespec, nanosleep(), select() - POSIX
#elif defined __APPLE__
#elif defined(__APPLE__)
#include <unistd.h> // Required for: usleep()
#endif
@ -114,13 +118,19 @@
//#define GLFW_INCLUDE_NONE // Disable the standard OpenGL header inclusion on GLFW3
#include <GLFW/glfw3.h> // GLFW3 library: Windows, OpenGL context and Input management
#ifdef __linux__
#ifdef(__linux__)
#define GLFW_EXPOSE_NATIVE_X11 // Linux specific definitions for getting
#define GLFW_EXPOSE_NATIVE_GLX // native functions like glfwGetX11Window
#include <GLFW/glfw3native.h> // which are required for hiding mouse
#endif
//#include <GL/gl.h> // OpenGL functions (GLFW3 already includes gl.h)
//#define GLFW_DLL // Using GLFW DLL on Windows -> No, we use static version!
#if !defined(SUPPORT_BUSY_WAIT_LOOP) && defined(_WIN32)
// NOTE: Those functions require linking with winmm library
__stdcall unsigned int timeBeginPeriod(unsigned int uPeriod);
__stdcall unsigned int timeEndPeriod(unsigned int uPeriod);
#endif
#endif
#if defined(PLATFORM_ANDROID)
@ -506,6 +516,10 @@ void CloseWindow(void)
glfwTerminate();
#endif
#if !defined(SUPPORT_BUSY_WAIT_LOOP) && defined(_WIN32)
timeEndPeriod(1); // Restore time period
#endif
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
// Close surface, context and display
if (display != EGL_NO_DISPLAY)
@ -2042,6 +2056,10 @@ static void SetupFramebufferSize(int displayWidth, int displayHeight)
static void InitTimer(void)
{
srand(time(NULL)); // Initialize random seed
#if !defined(SUPPORT_BUSY_WAIT_LOOP) && defined(_WIN32)
timeBeginPeriod(1); // Setup high-resolution timer to 1ms (granularity of 1-2 ms)
#endif
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
struct timespec now;
@ -2078,7 +2096,6 @@ static double GetTime(void)
// http://stackoverflow.com/questions/43057578/c-programming-win32-games-sleep-taking-longer-than-expected
static void Wait(float ms)
{
#define SUPPORT_BUSY_WAIT_LOOP
#if defined(SUPPORT_BUSY_WAIT_LOOP)
double prevTime = GetTime();
double nextTime = 0.0;
@ -2086,9 +2103,9 @@ static void Wait(float ms)
// Busy wait loop
while ((nextTime - prevTime) < ms/1000.0f) nextTime = GetTime();
#else
#if defined _WIN32
#if defined(_WIN32)
Sleep((unsigned int)ms);
#elif defined __linux__ || defined(PLATFORM_WEB)
#elif defined(__linux__) || defined(PLATFORM_WEB)
struct timespec req = { 0 };
time_t sec = (int)(ms/1000.0f);
ms -= (sec*1000);
@ -2097,7 +2114,7 @@ static void Wait(float ms)
// NOTE: Use nanosleep() on Unix platforms... usleep() it's deprecated.
while (nanosleep(&req, &req) == -1) continue;
#elif defined __APPLE__
#elif defined(__APPLE__)
usleep(ms*1000.0f);
#endif
#endif