mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 06:53:40 +00:00
- 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)
This commit is contained in:
parent
a5c8b33f10
commit
26f14f439b
6 changed files with 28 additions and 2 deletions
|
@ -1,4 +1,6 @@
|
|||
November 28, 2009
|
||||
- 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.
|
||||
- Initialize TempRenderTexture and the back buffer to black upon creation.
|
||||
- Fixed: Windowed mode always needs to draw to the temporary surface, even
|
||||
when not gamma correcting, so that D3DFB::GetCurrentScreen() can read from
|
||||
|
|
|
@ -124,6 +124,12 @@ unsigned int I_MSTime (void)
|
|||
return time - BaseTime;
|
||||
}
|
||||
|
||||
// Exactly the same thing, but based does no modification to the time.
|
||||
unsigned int I_FPSTime()
|
||||
{
|
||||
return SDL_GetTicks();
|
||||
}
|
||||
|
||||
//
|
||||
// I_GetTime
|
||||
// returns time in 1/35th second tics
|
||||
|
|
|
@ -126,6 +126,7 @@ bool I_WriteIniFailed ();
|
|||
|
||||
// [RH] Returns millisecond-accurate time
|
||||
unsigned int I_MSTime (void);
|
||||
unsigned int I_FPSTime();
|
||||
|
||||
|
||||
// Directory searching routines
|
||||
|
|
|
@ -838,7 +838,7 @@ void DFrameBuffer::DrawRateStuff ()
|
|||
// Draws frame time and cumulative fps
|
||||
if (vid_fps)
|
||||
{
|
||||
DWORD ms = I_MSTime ();
|
||||
DWORD ms = I_FPSTime();
|
||||
DWORD howlong = ms - LastMS;
|
||||
if (howlong >= 0)
|
||||
{
|
||||
|
@ -876,7 +876,7 @@ void DFrameBuffer::DrawRateStuff ()
|
|||
// Buffer can be NULL if we're doing hardware accelerated 2D
|
||||
if (buffer != NULL)
|
||||
{
|
||||
buffer += (GetHeight()-1)*GetPitch();
|
||||
buffer += (GetHeight()-1) * GetPitch();
|
||||
|
||||
for (i = 0; i < tics*2; i += 2) buffer[i] = 0xff;
|
||||
for ( ; i < 20*2; i += 2) buffer[i] = 0x00;
|
||||
|
|
|
@ -280,6 +280,22 @@ unsigned int I_MSTime()
|
|||
return timeGetTime() - basetime;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// I_FPSTime
|
||||
//
|
||||
// Returns the current system time in milliseconds. This is used by the FPS
|
||||
// meter of DFrameBuffer::DrawRateStuff(). Since the screen can display
|
||||
// before the play simulation is ready to begin, this needs to be
|
||||
// separate from I_MSTime().
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
unsigned int I_FPSTime()
|
||||
{
|
||||
return timeGetTime();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// I_GetTimePolled
|
||||
|
|
|
@ -132,6 +132,7 @@ bool I_WriteIniFailed ();
|
|||
|
||||
// [RH] Returns millisecond-accurate time
|
||||
unsigned int I_MSTime (void);
|
||||
unsigned int I_FPSTime();
|
||||
|
||||
// [RH] Title banner to display during startup
|
||||
extern const IWADInfo *DoomStartupInfo;
|
||||
|
|
Loading…
Reference in a new issue