示例#1
0
文件: framectrl.c 项目: FrankHB/LCUI
/** 让当前帧停留一定时间 */
void FrameControl_Remain( FrameCtrlCtx *ctx )
{
	unsigned int n_ms, lost_ms;
	int64_t current_time;

	if( ctx->state == FRAME_CTRL_STATE_QUIT ) {
		return;
	}

	current_time = LCUI_GetTickCount();
	n_ms = (int)(current_time - ctx->prev_frame_start_time);
	if( n_ms > ctx->one_frame_remain_time ) {
		goto normal_exit;
	}
	n_ms = ctx->one_frame_remain_time - n_ms;
	if( n_ms < 1 ) {
		goto normal_exit;
	}
	/** 进行睡眠,直到需要暂停为止 */
	LCUISleeper_StartSleep( &ctx->wait_pause, n_ms );
	/** 睡眠结束后,如果当前状态不为PAUSE,则说明睡眠不是因为要暂停而终止的 */
	if( ctx->state != FRAME_CTRL_STATE_PAUSE ) {
		goto normal_exit;
	}
	/** 需要暂停,进行睡眠,直到需要继续为止 */
	lost_ms = LCUISleeper_StartSleep( &ctx->wait_continue, INT_MAX );
	ctx->pause_time = lost_ms;
	ctx->prev_frame_start_time += lost_ms;
	return;

normal_exit:;
	current_time = LCUI_GetTickCount();
	if( current_time - ctx->prev_fps_update_time >= 1000 ) {
		ctx->current_fps = ctx->temp_fps;
		ctx->prev_fps_update_time = current_time;
		ctx->temp_fps = 0;
	}
	ctx->prev_frame_start_time = current_time;
	++ctx->temp_fps;
}
示例#2
0
/* 从消息队列中取出一个消息 */
int Game_GetMsg( GameMsg *msg_buff )
{
	GameMsg *p_msg;

	Game_RecvMsg();
	while( Queue_GetTotal(&game_msg_queue)<=0 ) {
		LCUISleeper_StartSleep( &msg_sleeper, 1000 );
	}
	Queue_Lock( &game_msg_queue );
	p_msg = (GameMsg*)Queue_Get( &game_msg_queue, 0 );
	if( p_msg == NULL ) {
		Queue_Unlock( &game_msg_queue );
		return -1;
	}
	*msg_buff = *p_msg;
	Queue_Delete( &game_msg_queue, 0 );
	Queue_Unlock( &game_msg_queue );
	return 0;
}
示例#3
0
文件: timer.c 项目: fshunj/LCUI
/** 定时器线程,用于处理列表中各个定时器 */
static void TimerThread( void *arg )
{
	int i, n;
	long int n_ms;
	LCUI_Func func_data;
	LCUI_Queue *timer_list;
	timer_data *timer = NULL;
	int64_t lost_ms;

	timer_list = (LCUI_Queue*)arg;
	func_data.arg[0] = NULL;
	func_data.arg[1] = NULL;

	while( !LCUI_Active() ) {
		LCUI_MSleep(10);
	}
	while( timer_thread_active ) {
		Queue_Lock( timer_list );
		n = Queue_GetTotal( timer_list );
		for(i=0; i<n; ++i) {
			timer = (timer_data*)Queue_Get( timer_list , i);
			if( !timer ) {
				continue;
			}
			if( timer->state == STATE_RUN ) {
				break;
			}
		}
		Queue_Unlock( timer_list );
		/* 没有要处理的定时器,停留一段时间再进行下次循环 */
		if(i >= n || !timer ) {
			LCUI_MSleep(10);
			continue;
		}
		lost_ms = LCUI_GetTicks( timer->start_time );
		/* 减去处于暂停状态的时长 */
		lost_ms -= timer->pause_ms;
		/* 若流失的时间未达到总定时时长 */
		if( lost_ms < timer->total_ms ) {
			Queue_Lock( timer_list );
			n_ms = timer->total_ms - lost_ms;
			/* 开始睡眠 */
			LCUISleeper_StartSleep( &timer_sleeper, n_ms );
			Queue_Unlock( timer_list );
			lost_ms = LCUI_GetTicks( timer->start_time );
			lost_ms -= timer->pause_ms;
			if( lost_ms < timer->total_ms ) {
				continue;
			}
		}
		DEBUG_MSG("timer: %d, start_time: %I64dms, cur_time: %I64dms, cur_ms: %I64d, total_ms: %ld\n", 
			timer->id, timer->start_time, LCUI_GetTickCount(), timer->total_ms-lost_ms, timer->total_ms);
		/* 准备任务数据 */
		func_data.id = timer->app_id;
		func_data.func = (CallBackFunc)timer->callback_func;
		func_data.arg[0] = timer->arg;
		func_data.destroy_arg[0] = FALSE;
		/* 添加该任务至指定程序的任务队列,添加模式是覆盖 */
		AppTasks_CustomAdd( ADD_MODE_REPLACE | AND_ARG_F, &func_data );
		Queue_Lock( timer_list );
		/* 若需要重复使用,则重置剩余等待时间 */
		if( timer->reuse ) {
			timer->start_time = LCUI_GetTickCount();
			timer->pause_ms = 0;
			TimerList_UpdateTimerPos( timer_list, timer );
		} else { /* 否则,释放该定时器 */
			LCUITimer_Free( timer->id );
		}
		Queue_Unlock( timer_list );
	}
	LCUIThread_Exit(NULL);
}