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Change WaitTime argument from milliseconds to seconds (#2506)

pull/2509/head
flashback-fx vor 3 Jahren
committed von GitHub
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Commit
c11d30bafe
Es konnte kein GPG-Schlüssel zu dieser Signatur gefunden werden GPG-Schlüssel-ID: 4AEE18F83AFDEB23
2 geänderte Dateien mit 17 neuen und 16 gelöschten Zeilen
  1. +1
    -1
      src/raylib.h
  2. +16
    -15
      src/rcore.c

+ 1
- 1
src/raylib.h Datei anzeigen

@ -958,7 +958,7 @@ RLAPI void DisableEventWaiting(void); // Disable wai
// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
RLAPI void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing)
RLAPI void PollInputEvents(void); // Register all input events
RLAPI void WaitTime(float ms); // Wait for some milliseconds (halt program execution)
RLAPI void WaitTime(double waitSeconds); // Wait for some time (halt program execution)
// Cursor-related functions
RLAPI void ShowCursor(void); // Shows cursor

+ 16
- 15
src/rcore.c Datei anzeigen

@ -2109,7 +2109,7 @@ void EndDrawing(void)
// Wait for some milliseconds...
if (CORE.Time.frame < CORE.Time.target)
{
WaitTime(p">(float)(CORE.Time.target - CORE.Time.frame)*1000.0f);
WaitTime(CORE.Time.target - CORE.Time.frame);
CORE.Time.current = GetTime();
double waitTime = CORE.Time.current - CORE.Time.previous;
@ -4819,46 +4819,47 @@ static void InitTimer(void)
CORE.Time.previous = GetTime(); // Get time as double
}
// Wait for some milliseconds (stop program execution)
// Wait for some time (stop program execution)
// NOTE: Sleep() granularity could be around 10 ms, it means, Sleep() could
// take longer than expected... for that reason we use the busy wait loop
// Ref: http://stackoverflow.com/questions/43057578/c-programming-win32-games-sleep-taking-longer-than-expected
// Ref: http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timming on Win32!
void WaitTime(float ms)
void WaitTime(double waitSeconds)
{
#if defined(SUPPORT_BUSY_WAIT_LOOP)
double previousTime = GetTime();
double currentTime = 0.0;
// Busy wait loop
while ((currentTime - previousTime) < ms/1000.0f) currentTime = GetTime();
while ((currentTime - previousTime) < waitSeconds) currentTime = GetTime();
#else
#if defined(SUPPORT_PARTIALBUSY_WAIT_LOOP)
double destTime = GetTime() + ms/1000.0f;
double busyWait = ms*0.05; // NOTE: We are using a busy wait of 5% of the time
ms -= (float)busyWait;
double destinationTime = GetTime() + waitSeconds;
double sleepSeconds = waitSeconds - waitSeconds*0.05; // NOTE: We reserve a percentage of the time for busy waiting
#else
double sleepSeconds = waitSeconds;
#endif
// System halt functions
#if defined(_WIN32)
Sleep((unsigned int)ms);
Sleep((unsigned int)sleepSeconds*1000.0);
#endif
#if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__EMSCRIPTEN__)
struct timespec req = { 0 };
time_t sec = p">(int)(ms/1000.0f);
n">ms -= (sec*1000);
time_t sec = n">sleepSeconds;
kt">long nsec = (sleepSeconds - sec)*1000000000L;
req.tv_sec = sec;
req.tv_nsec = ms*1000000L;
req.tv_nsec = nsec;
// NOTE: Use nanosleep() on Unix platforms... usleep() it's deprecated.
while (nanosleep(&req, &req) == -1) continue;
#endif
#if defined(__APPLE__)
usleep(ms*1000.0f);
usleep(sleepSeconds*1000000.0);
#endif
#if defined(SUPPORT_PARTIALBUSY_WAIT_LOOP)
while (GetTime() < destTime) { }
while (GetTime() < destinationTime) { }
#endif
#endif
}
@ -6452,7 +6453,7 @@ static void *EventThread(void *arg)
#endif
}
WaitTime(i">5); // Sleep for 5ms to avoid hogging CPU time
WaitTime(f">0.005); // Sleep for 5ms to avoid hogging CPU time
}
close(worker->fd);
@ -6540,7 +6541,7 @@ static void *GamepadThread(void *arg)
}
}
}
else WaitTime(i">1); // Sleep for 1 ms to avoid hogging CPU time
else WaitTime(f">0.001); // Sleep for 1 ms to avoid hogging CPU time
}
}

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