Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
55 lines
1.3 KiB
C++
55 lines
1.3 KiB
C++
#define TIMER_CPP
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#define CORE_DLL
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/***************************************************************\
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^^^^^^^^ ^^^^^^^^ ^^^^^^^^ ^^^^^^^^
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^^ ^^ ^^ ^^ ^^ ^^ ^^
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^^ ^^^^^^^^ ^^ ^^^^^^^^
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^^ ^^^ ^^ ^^ ^^ ^^ ^^
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^^ ^^ ^^ ^^ ^^ ^^ ^^
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^^^^^^^^ ^^ ^^ ^^^^^^^^ ^^ ^^
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sample code from the book...
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Real Time 3D Terrain Engines Using C++ and DirectX
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by Greg Snook
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greg@mightystudios.com
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\***************************************************************/
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#include "timer.h"
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#include "windows.h"
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#include "GMMemory.h"
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using namespace gaia;
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uint32 cTimer::s_secondsFrequency = 0;
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uint32 cTimer::s_millisecondsFrequency = 0;
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float cTimer::s_invSecFrequency = 0.0f;
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void cTimer::setupTimerFrequency()
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{
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if (!s_secondsFrequency)
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{
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LARGE_INTEGER frequency;
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QueryPerformanceFrequency(&frequency);
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s_secondsFrequency = frequency.LowPart;
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s_millisecondsFrequency = frequency.LowPart/1000;
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s_invSecFrequency = 1.0f/(float)s_secondsFrequency;
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}
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}
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uint32 cTimer::samplePerformanceCounter()
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{
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LARGE_INTEGER sample;
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QueryPerformanceCounter(&sample);
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return sample.LowPart;
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}
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//***************************************************************
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// end of file ( Timer.cpp )
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//----------------------------------------------------------
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//$Log: $
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