Reviewed latest PR, variable name
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2 changed files with 6 additions and 6 deletions
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@ -958,7 +958,7 @@ RLAPI void DisableEventWaiting(void); // Disable wai
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// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
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RLAPI void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing)
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RLAPI void PollInputEvents(void); // Register all input events
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RLAPI void WaitTime(double waitSeconds); // Wait for some time (halt program execution)
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RLAPI void WaitTime(double seconds); // Wait for some time (halt program execution)
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// Cursor-related functions
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RLAPI void ShowCursor(void); // Shows cursor
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10
src/rcore.c
10
src/rcore.c
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@ -4824,20 +4824,20 @@ static void InitTimer(void)
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// take longer than expected... for that reason we use the busy wait loop
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// Ref: http://stackoverflow.com/questions/43057578/c-programming-win32-games-sleep-taking-longer-than-expected
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// Ref: http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timming on Win32!
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void WaitTime(double waitSeconds)
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void WaitTime(double seconds)
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{
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#if defined(SUPPORT_BUSY_WAIT_LOOP)
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double previousTime = GetTime();
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double currentTime = 0.0;
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// Busy wait loop
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while ((currentTime - previousTime) < waitSeconds) currentTime = GetTime();
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while ((currentTime - previousTime) < seconds) currentTime = GetTime();
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#else
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#if defined(SUPPORT_PARTIALBUSY_WAIT_LOOP)
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double destinationTime = GetTime() + waitSeconds;
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double sleepSeconds = waitSeconds - waitSeconds*0.05; // NOTE: We reserve a percentage of the time for busy waiting
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double destinationTime = GetTime() + seconds;
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double sleepSeconds = seconds - seconds*0.05; // NOTE: We reserve a percentage of the time for busy waiting
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#else
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double sleepSeconds = waitSeconds;
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double sleepSeconds = seconds;
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#endif
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// System halt functions
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