diff --git a/src/core.c b/src/core.c index 1241b3c1d..459b99fb7 100644 --- a/src/core.c +++ b/src/core.c @@ -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 // Required for: strrchr(), strcmp() //#include // Macros for reporting and retrieving error conditions through error codes -#if defined __linux__ || defined(PLATFORM_WEB) +#if defined(__linux__) || defined(PLATFORM_WEB) #include // Required for: timespec, nanosleep(), select() - POSIX -#elif defined __APPLE__ +#elif defined(__APPLE__) #include // Required for: usleep() #endif @@ -114,13 +118,19 @@ //#define GLFW_INCLUDE_NONE // Disable the standard OpenGL header inclusion on GLFW3 #include // 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 // which are required for hiding mouse #endif //#include // 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