2010-09-07 15:34:51 +00:00
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//========================================================================
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// GLFW - An OpenGL framework
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// Platform: Win32/WGL
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2010-09-07 15:41:26 +00:00
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// API version: 3.0
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2010-09-07 15:34:51 +00:00
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// WWW: http://www.glfw.org/
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//------------------------------------------------------------------------
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// Copyright (c) 2002-2006 Marcus Geelnard
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// Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would
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// be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such, and must not
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// be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source
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// distribution.
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//
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//========================================================================
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#include "internal.h"
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//************************************************************************
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//**** GLFW internal functions ****
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//************************************************************************
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//========================================================================
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2010-09-07 15:50:43 +00:00
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// Initialise timer
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2010-09-07 15:34:51 +00:00
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//========================================================================
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void _glfwInitTimer( void )
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{
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__int64 freq;
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// Check if we have a performance counter
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if( QueryPerformanceFrequency( (LARGE_INTEGER *)&freq ) )
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{
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// Performance counter is available => use it!
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_glfwLibrary.Timer.HasPerformanceCounter = GL_TRUE;
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// Counter resolution is 1 / counter frequency
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_glfwLibrary.Timer.Resolution = 1.0 / (double)freq;
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// Set start time for timer
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QueryPerformanceCounter( (LARGE_INTEGER *)&_glfwLibrary.Timer.t0_64 );
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}
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else
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{
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// No performace counter available => use the tick counter
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_glfwLibrary.Timer.HasPerformanceCounter = GL_FALSE;
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// Counter resolution is 1 ms
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_glfwLibrary.Timer.Resolution = 0.001;
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// Set start time for timer
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_glfwLibrary.Timer.t0_32 = _glfw_timeGetTime();
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}
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}
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//************************************************************************
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//**** Platform implementation functions ****
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//************************************************************************
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//========================================================================
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// Return timer value in seconds
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//========================================================================
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double _glfwPlatformGetTime( void )
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{
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double t;
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__int64 t_64;
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if( _glfwLibrary.Timer.HasPerformanceCounter )
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{
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QueryPerformanceCounter( (LARGE_INTEGER *)&t_64 );
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t = (double)(t_64 - _glfwLibrary.Timer.t0_64);
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}
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else
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{
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t = (double)(_glfw_timeGetTime() - _glfwLibrary.Timer.t0_32);
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}
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// Calculate the current time in seconds
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return t * _glfwLibrary.Timer.Resolution;
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}
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//========================================================================
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// Set timer value in seconds
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//========================================================================
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void _glfwPlatformSetTime( double t )
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{
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__int64 t_64;
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if( _glfwLibrary.Timer.HasPerformanceCounter )
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{
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QueryPerformanceCounter( (LARGE_INTEGER *)&t_64 );
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_glfwLibrary.Timer.t0_64 = t_64 - (__int64)(t/_glfwLibrary.Timer.Resolution);
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}
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else
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{
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_glfwLibrary.Timer.t0_32 = _glfw_timeGetTime() - (int)(t*1000.0);
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}
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}
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