Beispiel #1
0
int main() {
    RtosTimer MyTimer(OnTimeout, osTimerPeriodic, NULL);

    MyTimer.start(3000);

    while(1) {
        myled = 1;
        osDelay(500);
        myled = 0;
        osDelay(500);
    }
}
void GamePlay::Loop(sf::RenderWindow* target,TextureManager* textureManager) {
	sf::Event MyEvent;
	MyTimer fps = MyTimer(1000/resource::consts::FPS);
	int frame = 0;
	fps.StartTimer();
	int key_down = 0;
	while(_running) {
		
		
		
		
		if(frame % resource::consts::FPS == 0) {
			while(target->GetEvent(MyEvent)) {
					_player->UpdateKey(MyEvent,_offSet,_map);
					switch(MyEvent.Type) {
					case sf::Event::KeyPressed:
						key_down = 1;
						switch(MyEvent.Key.Code) {
						case sf::Key::Escape:
							_running = false;
							break;
						}
						break;
					case sf::Event::KeyReleased:
						key_down = false;
						break;
					}
					
				}
			
			if(!key_down) {
			_player->UpdateVelocity(_map);
			}
			target->Clear();
			_player->UpdatePosition();
			_player->CollosionLogic(_map);
			Render(target,textureManager);

			}
		
		target->Display();
		frame++;
		if( fps.GetTicks() < 1000 / resource::consts::FPS ) 
        {
		
            //Sleep the remaining frame time
		//	SDL_Delay( ( 1000 / resource::consts::FPS ) - fps.GetTicks() );
        }

	}
}
ut_Timer* ut_Timer_new(void* userdata, ut_TimerCallback* cb, GError** error)
{
  ut_Timer* self = g_try_new0(ut_Timer, 1);
  if (G_UNLIKELY(!self)) {
    if (error) *error = gx_error_no_memory;
    return NULL;
  }
  self->timer = new_nothrow MyTimer(userdata, cb);
  if (G_UNLIKELY(!(self->timer))) {
    g_free(self);
    if (error) *error = gx_error_no_memory;
    return NULL;
  }
  return self;
}