project64/Source/Project64/N64 System/C Core/Win32Timer.c

87 lines
2.4 KiB
C

/*
* Project 64 - A Nintendo 64 emulator.
*
* (c) Copyright 2001 zilmar (zilmar@emulation64.com) and
* Jabo (jabo@emulation64.com).
*
* 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.
*
*/
#include <windows.h>
#include "main.h"
#pragma comment(lib, "Winmm.lib")
/********************* 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)
{
DisplayError("Error during timer begin");
}
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;
}