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Win32Timer.cpp
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Win32Timer.cpp
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/*
* Project 64 - A Nintendo 64 emulator.
*
* (c) Copyright 2001 zilmar ([email protected]) and
* Jabo ([email protected]).
*
* pj64 homepage: www.pj64.net
*
* Permission to use, copy, modify and distribute Project64 in both binary and
* source form, for non-commercial purposes, is hereby granted without fee,
* providing that this license information and copyright notice appear with
* all copies and any derived work.
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event shall the authors be held liable for any damages
* arising from the use of this software.
*
* Project64 is freeware for PERSONAL USE only. Commercial users should
* seek permission of the copyright holders first. Commercial use includes
* charging money for Project64 or software derived from Project64.
*
* The copyright holders request that bug fixes and improvements to the code
* should be forwarded to them so if they want them.
*
*/
//HACK!!!!!!!!!!
//zero 19-jul2-2012 - the linker cant find symbols if theyre in this file???? wtf???? i moved them to cpu.cpp
//HACK!!!!!!!!!!
//#include <windows.h>
//#include "Language.h"
//
///********************* Win32 Thread Timer ********************/
//
//struct {
// DWORD Frames, LastTime;
// DOUBLE Ratio;
//} FPSTimer = { 0,0, 1000.0F / 60.0F };
//
//void Timer_Initialize(double Hertz) {
// FPSTimer.Ratio = 1000.0f / Hertz;
//}
//
//void Timer_Start(void) {
// TIMECAPS Caps;
// timeGetDevCaps(&Caps, sizeof(Caps));
// if (timeBeginPeriod(Caps.wPeriodMin) == TIMERR_NOCANDO)
// MessageBox(NULL, "Error during timer begin", GS(MSG_MSGBOX_TITLE), MB_ICONERROR);
//
// FPSTimer.Frames = 0;
// FPSTimer.LastTime = timeGetTime();
//}
//
//void Timer_Stop(void) {
// TIMECAPS Caps;
// timeGetDevCaps(&Caps, sizeof(Caps));
// timeEndPeriod(Caps.wPeriodMin);
//}
//
//BOOL Timer_Process(DWORD * FrameRate) {
// double CalculatedTime;
// DWORD CurrentTime;
//
// FPSTimer.Frames++;
// CurrentTime = timeGetTime();
//
// /* Calculate time that should of elapsed for this frame */
// CalculatedTime = (double)FPSTimer.LastTime + (FPSTimer.Ratio * (double)FPSTimer.Frames);
// if ((double)CurrentTime < CalculatedTime) {
// long time = (int)(CalculatedTime - (double)CurrentTime);
// if (time > 0) {
// Sleep(time);
// }
//
// /* Refresh current time */
// CurrentTime = timeGetTime();
// }
//
// if (CurrentTime - FPSTimer.LastTime >= 1000) {
// /* Output FPS */
// if (FrameRate != NULL) { *FrameRate = FPSTimer.Frames; }
// FPSTimer.Frames = 0;
// FPSTimer.LastTime = CurrentTime;
//
// return TRUE;
// } else
// return FALSE;
//}