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