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* Xbox GDK support (14 squashed commits) * Added basic keyboard testing * Update readme * Code review fixes * Fixed issue where controller add/removal wasn't working (since the device notification events don't work on Xbox, have to use the joystick thread to poll XInput)
178 lines
4.9 KiB
C
178 lines
4.9 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "../../SDL_internal.h"
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#ifdef SDL_TIMER_WINDOWS
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#include "../../core/windows/SDL_windows.h"
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#include <mmsystem.h>
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#include "SDL_timer.h"
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#include "SDL_hints.h"
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/* The first (low-resolution) ticks value of the application */
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static DWORD start = 0;
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static BOOL ticks_started = FALSE;
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/* The first high-resolution ticks value of the application */
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static LARGE_INTEGER start_ticks;
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/* The number of ticks per second of the high-resolution performance counter */
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static LARGE_INTEGER ticks_per_second;
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static void
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SDL_SetSystemTimerResolution(const UINT uPeriod)
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{
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#if !defined(__WINRT__) && !defined(__XBOXONE__) && !defined(__XBOXSERIES__)
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static UINT timer_period = 0;
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if (uPeriod != timer_period) {
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if (timer_period) {
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timeEndPeriod(timer_period);
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}
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timer_period = uPeriod;
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if (timer_period) {
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timeBeginPeriod(timer_period);
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}
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}
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#endif
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}
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static void SDLCALL
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SDL_TimerResolutionChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
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{
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UINT uPeriod;
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/* Unless the hint says otherwise, let's have good sleep precision */
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if (hint && *hint) {
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uPeriod = SDL_atoi(hint);
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} else {
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uPeriod = 1;
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}
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if (uPeriod || oldValue != hint) {
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SDL_SetSystemTimerResolution(uPeriod);
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}
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}
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void
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SDL_TicksInit(void)
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{
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BOOL rc;
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if (ticks_started) {
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return;
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}
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ticks_started = SDL_TRUE;
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/* if we didn't set a precision, set it high. This affects lots of things
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on Windows besides the SDL timers, like audio callbacks, etc. */
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SDL_AddHintCallback(SDL_HINT_TIMER_RESOLUTION,
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SDL_TimerResolutionChanged, NULL);
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/* Set first ticks value */
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/* QueryPerformanceCounter allegedly is always available and reliable as of WinXP,
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so we'll rely on it here.
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*/
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rc = QueryPerformanceFrequency(&ticks_per_second);
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SDL_assert(rc != 0); /* this should _never_ fail if you're on XP or later. */
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QueryPerformanceCounter(&start_ticks);
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}
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void
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SDL_TicksQuit(void)
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{
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SDL_DelHintCallback(SDL_HINT_TIMER_RESOLUTION,
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SDL_TimerResolutionChanged, NULL);
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SDL_SetSystemTimerResolution(0); /* always release our timer resolution request. */
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start = 0;
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ticks_started = SDL_FALSE;
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}
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Uint64
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SDL_GetTicks64(void)
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{
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LARGE_INTEGER now;
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BOOL rc;
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if (!ticks_started) {
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SDL_TicksInit();
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}
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rc = QueryPerformanceCounter(&now);
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SDL_assert(rc != 0); /* this should _never_ fail if you're on XP or later. */
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return (Uint64) (((now.QuadPart - start_ticks.QuadPart) * 1000) / ticks_per_second.QuadPart);
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}
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Uint64
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SDL_GetPerformanceCounter(void)
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{
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LARGE_INTEGER counter;
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const BOOL rc = QueryPerformanceCounter(&counter);
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SDL_assert(rc != 0); /* this should _never_ fail if you're on XP or later. */
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return (Uint64) counter.QuadPart;
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}
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Uint64
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SDL_GetPerformanceFrequency(void)
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{
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LARGE_INTEGER frequency;
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const BOOL rc = QueryPerformanceFrequency(&frequency);
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SDL_assert(rc != 0); /* this should _never_ fail if you're on XP or later. */
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return (Uint64) frequency.QuadPart;
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}
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void
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SDL_Delay(Uint32 ms)
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{
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/* Sleep() is not publicly available to apps in early versions of WinRT.
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*
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* Visual C++ 2013 Update 4 re-introduced Sleep() for Windows 8.1 and
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* Windows Phone 8.1.
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*
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* Use the compiler version to determine availability.
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*
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* NOTE #1: _MSC_FULL_VER == 180030723 for Visual C++ 2013 Update 3.
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* NOTE #2: Visual C++ 2013, when compiling for Windows 8.0 and
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* Windows Phone 8.0, uses the Visual C++ 2012 compiler to build
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* apps and libraries.
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*/
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#if defined(__WINRT__) && defined(_MSC_FULL_VER) && (_MSC_FULL_VER <= 180030723)
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static HANDLE mutex = 0;
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if (!mutex) {
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mutex = CreateEventEx(0, 0, 0, EVENT_ALL_ACCESS);
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}
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WaitForSingleObjectEx(mutex, ms, FALSE);
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#else
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if (!ticks_started) {
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SDL_TicksInit();
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}
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Sleep(ms);
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#endif
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}
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#endif /* SDL_TIMER_WINDOWS */
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/* vi: set ts=4 sw=4 expandtab: */
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