RENAMED: Wait() -> WaitTime()
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68e408474d
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1 changed files with 7 additions and 6 deletions
13
src/core.c
13
src/core.c
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@ -605,7 +605,7 @@ static void SetupViewport(int width, int height); // Set viewport for a pr
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static void SwapBuffers(void); // Copy back buffer to front buffer
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static void SwapBuffers(void); // Copy back buffer to front buffer
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static void InitTimer(void); // Initialize timer
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static void InitTimer(void); // Initialize timer
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static void Wait(float ms); // Wait for some milliseconds (stop program execution)
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static void WaitTime(float ms); // Wait for some milliseconds (stop program execution)
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static void PollInputEvents(void); // Register user events
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static void PollInputEvents(void); // Register user events
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@ -673,7 +673,7 @@ static void PlayAutomationEvent(unsigned int frame);
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#if defined(_WIN32)
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#if defined(_WIN32)
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// NOTE: We include Sleep() function signature here to avoid windows.h inclusion (kernel32 lib)
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// NOTE: We include Sleep() function signature here to avoid windows.h inclusion (kernel32 lib)
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void __stdcall Sleep(unsigned long msTimeout); // Required for Wait()
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void __stdcall Sleep(unsigned long msTimeout); // Required for WaitTime()
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#endif
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#endif
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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@ -2031,7 +2031,7 @@ void EndDrawing(void)
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// Wait for some milliseconds...
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// Wait for some milliseconds...
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if (CORE.Time.frame < CORE.Time.target)
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if (CORE.Time.frame < CORE.Time.target)
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{
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{
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Wait((float)(CORE.Time.target - CORE.Time.frame)*1000.0f);
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WaitTime((float)(CORE.Time.target - CORE.Time.frame)*1000.0f);
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CORE.Time.current = GetTime();
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CORE.Time.current = GetTime();
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double waitTime = CORE.Time.current - CORE.Time.previous;
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double waitTime = CORE.Time.current - CORE.Time.previous;
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@ -4690,7 +4690,7 @@ 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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// 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://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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// Ref: http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timming on Win32!
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static void Wait(float ms)
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static void WaitTime(float ms)
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{
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{
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#if defined(PLATFORM_UWP)
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#if defined(PLATFORM_UWP)
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UWPGetSleepFunc()(ms/1000);
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UWPGetSleepFunc()(ms/1000);
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@ -6328,7 +6328,8 @@ static void *EventThread(void *arg)
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#endif
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#endif
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}
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}
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}
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}
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Wait(5); // Sleep for 5ms to avoid hogging CPU time
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WaitTime(5); // Sleep for 5ms to avoid hogging CPU time
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}
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}
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close(worker->fd);
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close(worker->fd);
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@ -6416,7 +6417,7 @@ static void *GamepadThread(void *arg)
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}
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}
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}
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}
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}
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}
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else Wait(1); // Sleep for 1 ms to avoid hogging CPU time
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else WaitTime(1); // Sleep for 1 ms to avoid hogging CPU time
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}
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}
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}
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}
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