source: trunk/src/timer.cpp

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Diff Rev Age Author Log Message
(edit) @2183   9 years sam build: fix the WTFPL site URL in all code comments.
(edit) @1691   9 years sam build: tweak everything to allow building with SDL on the Raspberry Pi.
(edit) @1309   9 years sam core: make timers second-based rather than millisecond-based.
(edit) @1173   9 years sam xbox: start working on an Xbox/Direct3D port.
(edit) @1082   10 years sam core: port all code to NativeClient. Nothing runs for now, but it builds.
(edit) @968   10 years sam build: start adding Xbox 360 configuration settings to the VS projects.
(edit) @798   10 years sam core: fix a typo in the Win32 timer code.
(edit) @765   10 years sam timer: avoid useless system calls in the Timer constructor.
(edit) @763   10 years sam ps3: fix a bug in the timer code.
(edit) @758   10 years sam ps3: start a minimal PS3 port using PSGL, but not CG yet.
(edit) @735   10 years sam core: get rid of now useless <cstdio> includes.
(edit) @723   10 years sam core: fix a few compilation errors and warnings on OS X.
(edit) @686   10 years sam Put everything in the "lol" namespace. Better late than never.
(edit) @636   10 years sam Fix the SDL timer behaviour. Fixes ticket #26.
(edit) @259   11 years sam Slightly change the ...Data initialisation in classes.
(edit) @221   11 years sam Complete Lol Engine / Deus Hax / Monsterz split.
(edit) @180   11 years sam Fix a few minor FIXMEs in the code.
(edit) @174   11 years sam Do not use SDL for Win32 timers. The OS has all we need.
(edit) @173   11 years sam Fix a Win32 timer regression bug.
(edit) @150   11 years sam Replace mouse scrolling with a joystick simulated by the e/s/d/f keys.
(edit) @149   11 years sam Get the timer to talk milliseconds instead of seconds.
(edit) @128   11 years sam Implement Timer::PollSeconds(), if necessary.
(edit) @120   11 years sam Improve the timer accuracy even more.
(edit) @118   11 years sam Fixed framerate now has sub-millisecond accuracy on Linux.
(add) @116   11 years sam Implement a better timing mechanism for fixed framerate. Accuracy is …
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