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WinRT: created SDLmain library using most of VC++ 2012's template for…
… Direct3D 11 apps. Most of this will be moved into SDL itself.
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#pragma once | ||
|
||
#include <wrl.h> | ||
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// Helper class for basic timing. | ||
ref class BasicTimer sealed | ||
{ | ||
public: | ||
// Initializes internal timer values. | ||
BasicTimer() | ||
{ | ||
if (!QueryPerformanceFrequency(&m_frequency)) | ||
{ | ||
throw ref new Platform::FailureException(); | ||
} | ||
Reset(); | ||
} | ||
|
||
// Reset the timer to initial values. | ||
void Reset() | ||
{ | ||
Update(); | ||
m_startTime = m_currentTime; | ||
m_total = 0.0f; | ||
m_delta = 1.0f / 60.0f; | ||
} | ||
|
||
// Update the timer's internal values. | ||
void Update() | ||
{ | ||
if (!QueryPerformanceCounter(&m_currentTime)) | ||
{ | ||
throw ref new Platform::FailureException(); | ||
} | ||
|
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m_total = static_cast<float>( | ||
static_cast<double>(m_currentTime.QuadPart - m_startTime.QuadPart) / | ||
static_cast<double>(m_frequency.QuadPart) | ||
); | ||
|
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if (m_lastTime.QuadPart == m_startTime.QuadPart) | ||
{ | ||
// If the timer was just reset, report a time delta equivalent to 60Hz frame time. | ||
m_delta = 1.0f / 60.0f; | ||
} | ||
else | ||
{ | ||
m_delta = static_cast<float>( | ||
static_cast<double>(m_currentTime.QuadPart - m_lastTime.QuadPart) / | ||
static_cast<double>(m_frequency.QuadPart) | ||
); | ||
} | ||
|
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m_lastTime = m_currentTime; | ||
} | ||
|
||
// Duration in seconds between the last call to Reset() and the last call to Update(). | ||
property float Total | ||
{ | ||
float get() { return m_total; } | ||
} | ||
|
||
// Duration in seconds between the previous two calls to Update(). | ||
property float Delta | ||
{ | ||
float get() { return m_delta; } | ||
} | ||
|
||
private: | ||
LARGE_INTEGER m_frequency; | ||
LARGE_INTEGER m_currentTime; | ||
LARGE_INTEGER m_startTime; | ||
LARGE_INTEGER m_lastTime; | ||
float m_total; | ||
float m_delta; | ||
}; |
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