blender/source/gameengine/GamePlayer/common/windows/GPW_System.cpp

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2002-10-12 11:37:38 +00:00
/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
* Timing routine taken and modified from KX_BlenderSystem.cpp
*/
#include <windows.h>
#include "GPW_System.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
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GPW_System::GPW_System(void)
{
m_freq = 0;
m_lastCount = 0;
m_lastRest = 0;
m_lastTime = 0;
}
double GPW_System::GetTimeInSeconds()
{
#if 0
double secs = ::GetTickCount();
secs /= 1000.;
return secs;
#else
// 03/20/1999 Thomas Hieber: completely redone to get true Millisecond
// accuracy instead of very rough ticks. This routine will also provide
// correct wrap around at the end of "long"
// m_freq was set to -1, if the current Hardware does not support
// high resolution timers. We will use GetTickCount instead then.
if (m_freq < 0) {
return ::GetTickCount();
}
// m_freq is 0, the first time this function is being called.
if (m_freq == 0) {
// Try to determine the frequency of the high resulution timer
if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&m_freq)) {
// There is no such timer....
m_freq = -1;
return 0;
}
}
// Retrieve current count
__int64 count = 0;
::QueryPerformanceCounter((LARGE_INTEGER*)&count);
// Calculate the time passed since last call, and add the rest of
// those tics that didn't make it into the last reported time.
__int64 delta = 1000*(count-m_lastCount) + m_lastRest;
m_lastTime += (long)(delta/m_freq); // Save the new value
m_lastRest = delta%m_freq; // Save those ticks not being counted
m_lastCount = count; // Save last count
// Return a high quality measurement of time
return m_lastTime/1000.0;
#endif
}