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- Fixed: The FPS meter cannot use I_MSTime(), because if the game is started
with +vid_fps 1, it can need the time before the timer is ready to start. SVN r2009 (trunk)
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a5c8b33f10
commit
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6 changed files with 28 additions and 2 deletions
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@ -1,4 +1,6 @@
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November 28, 2009
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November 28, 2009
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- Fixed: The FPS meter cannot use I_MSTime(), because if the game is started
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with +vid_fps 1, it can need the time before the timer is ready to start.
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- Initialize TempRenderTexture and the back buffer to black upon creation.
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- Initialize TempRenderTexture and the back buffer to black upon creation.
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- Fixed: Windowed mode always needs to draw to the temporary surface, even
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- Fixed: Windowed mode always needs to draw to the temporary surface, even
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when not gamma correcting, so that D3DFB::GetCurrentScreen() can read from
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when not gamma correcting, so that D3DFB::GetCurrentScreen() can read from
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@ -124,6 +124,12 @@ unsigned int I_MSTime (void)
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return time - BaseTime;
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return time - BaseTime;
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}
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}
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// Exactly the same thing, but based does no modification to the time.
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unsigned int I_FPSTime()
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{
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return SDL_GetTicks();
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}
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//
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//
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// I_GetTime
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// I_GetTime
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// returns time in 1/35th second tics
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// returns time in 1/35th second tics
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@ -126,6 +126,7 @@ bool I_WriteIniFailed ();
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// [RH] Returns millisecond-accurate time
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// [RH] Returns millisecond-accurate time
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unsigned int I_MSTime (void);
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unsigned int I_MSTime (void);
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unsigned int I_FPSTime();
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// Directory searching routines
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// Directory searching routines
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@ -838,7 +838,7 @@ void DFrameBuffer::DrawRateStuff ()
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// Draws frame time and cumulative fps
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// Draws frame time and cumulative fps
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if (vid_fps)
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if (vid_fps)
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{
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{
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DWORD ms = I_MSTime ();
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DWORD ms = I_FPSTime();
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DWORD howlong = ms - LastMS;
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DWORD howlong = ms - LastMS;
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if (howlong >= 0)
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if (howlong >= 0)
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{
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{
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@ -876,7 +876,7 @@ void DFrameBuffer::DrawRateStuff ()
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// Buffer can be NULL if we're doing hardware accelerated 2D
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// Buffer can be NULL if we're doing hardware accelerated 2D
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if (buffer != NULL)
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if (buffer != NULL)
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{
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{
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buffer += (GetHeight()-1)*GetPitch();
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buffer += (GetHeight()-1) * GetPitch();
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for (i = 0; i < tics*2; i += 2) buffer[i] = 0xff;
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for (i = 0; i < tics*2; i += 2) buffer[i] = 0xff;
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for ( ; i < 20*2; i += 2) buffer[i] = 0x00;
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for ( ; i < 20*2; i += 2) buffer[i] = 0x00;
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@ -280,6 +280,22 @@ unsigned int I_MSTime()
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return timeGetTime() - basetime;
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return timeGetTime() - basetime;
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}
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}
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//==========================================================================
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//
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// I_FPSTime
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//
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// Returns the current system time in milliseconds. This is used by the FPS
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// meter of DFrameBuffer::DrawRateStuff(). Since the screen can display
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// before the play simulation is ready to begin, this needs to be
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// separate from I_MSTime().
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//
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//==========================================================================
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unsigned int I_FPSTime()
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{
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return timeGetTime();
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}
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//==========================================================================
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//==========================================================================
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//
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//
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// I_GetTimePolled
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// I_GetTimePolled
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@ -132,6 +132,7 @@ bool I_WriteIniFailed ();
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// [RH] Returns millisecond-accurate time
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// [RH] Returns millisecond-accurate time
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unsigned int I_MSTime (void);
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unsigned int I_MSTime (void);
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unsigned int I_FPSTime();
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// [RH] Title banner to display during startup
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// [RH] Title banner to display during startup
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extern const IWADInfo *DoomStartupInfo;
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extern const IWADInfo *DoomStartupInfo;
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