Change WaitTime argument from milliseconds to seconds (#2506)
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2 changed files with 17 additions and 16 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(float ms); // Wait for some milliseconds (halt program execution)
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RLAPI void WaitTime(double waitSeconds); // 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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31
src/rcore.c
31
src/rcore.c
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@ -2109,7 +2109,7 @@ void EndDrawing(void)
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// Wait for some milliseconds...
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if (CORE.Time.frame < CORE.Time.target)
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{
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WaitTime((float)(CORE.Time.target - CORE.Time.frame)*1000.0f);
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WaitTime(CORE.Time.target - CORE.Time.frame);
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CORE.Time.current = GetTime();
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double waitTime = CORE.Time.current - CORE.Time.previous;
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@ -4819,46 +4819,47 @@ static void InitTimer(void)
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CORE.Time.previous = GetTime(); // Get time as double
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}
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// Wait for some milliseconds (stop program execution)
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// Wait for some time (stop program execution)
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// NOTE: Sleep() granularity could be around 10 ms, it means, Sleep() could
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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(float ms)
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void WaitTime(double waitSeconds)
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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) < ms/1000.0f) currentTime = GetTime();
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while ((currentTime - previousTime) < waitSeconds) currentTime = GetTime();
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#else
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#if defined(SUPPORT_PARTIALBUSY_WAIT_LOOP)
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double destTime = GetTime() + ms/1000.0f;
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double busyWait = ms*0.05; // NOTE: We are using a busy wait of 5% of the time
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ms -= (float)busyWait;
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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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#else
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double sleepSeconds = waitSeconds;
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#endif
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// System halt functions
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#if defined(_WIN32)
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Sleep((unsigned int)ms);
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Sleep((unsigned int)sleepSeconds*1000.0);
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#endif
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#if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__EMSCRIPTEN__)
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struct timespec req = { 0 };
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time_t sec = (int)(ms/1000.0f);
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ms -= (sec*1000);
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time_t sec = sleepSeconds;
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long nsec = (sleepSeconds - sec)*1000000000L;
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req.tv_sec = sec;
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req.tv_nsec = ms*1000000L;
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req.tv_nsec = nsec;
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// NOTE: Use nanosleep() on Unix platforms... usleep() it's deprecated.
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while (nanosleep(&req, &req) == -1) continue;
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#endif
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#if defined(__APPLE__)
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usleep(ms*1000.0f);
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usleep(sleepSeconds*1000000.0);
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#endif
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#if defined(SUPPORT_PARTIALBUSY_WAIT_LOOP)
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while (GetTime() < destTime) { }
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while (GetTime() < destinationTime) { }
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#endif
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#endif
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}
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@ -6452,7 +6453,7 @@ static void *EventThread(void *arg)
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#endif
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}
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WaitTime(5); // Sleep for 5ms to avoid hogging CPU time
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WaitTime(0.005); // Sleep for 5ms to avoid hogging CPU time
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}
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close(worker->fd);
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@ -6540,7 +6541,7 @@ static void *GamepadThread(void *arg)
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}
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}
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}
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else WaitTime(1); // Sleep for 1 ms to avoid hogging CPU time
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else WaitTime(0.001); // Sleep for 1 ms to avoid hogging CPU time
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}
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}
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