Changed to using clock_t for timing
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@@ -12,12 +12,24 @@
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#define BOX_VERSION_PATCH 0
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#define BOX_VERSION_PATCH 0
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#define BOX_VERSION_BUILD __DATE__ " " __TIME__
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#define BOX_VERSION_BUILD __DATE__ " " __TIME__
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//platform exports/imports
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//platform/compiler-specific instructions
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#if defined(__linux__)
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#if defined(__linux__) || defined(__MINGW32__) || defined(__GNUC__)
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#include <unistd.h>
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#define BOX_API extern
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#define BOX_API extern
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#elif defined(_MSC_VER)
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#include <windows.h>
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#ifndef BOX_EXPORT
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#define BOX_API __declspec(dllimport)
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#else
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#else
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#define BOX_API
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#define BOX_API __declspec(dllexport)
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#endif
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#else
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#define BOX_API extern
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#endif
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#endif
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@@ -336,29 +336,29 @@ void Box_execEngine() {
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}
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}
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//set up time
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//set up time
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gettimeofday(&engine.realTime, NULL);
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engine.realTime = clock();
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engine.simTime = engine.realTime;
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engine.simTime = engine.realTime;
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struct timeval delta = { .tv_sec = 0, .tv_usec = 1000 * 1000 / 60 }; //60 frames per second
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clock_t delta = (double) CLOCKS_PER_SEC / 60.0;
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while (engine.running) {
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while (engine.running) {
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execEvents();
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execEvents();
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//calc the time passed
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//calc the time passed
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gettimeofday(&engine.realTime, NULL);
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engine.realTime = clock();
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//if not enough time has passed
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//if not enough time has passed
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if (timercmp(&engine.simTime, &engine.realTime, <)) {
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if (engine.simTime < engine.realTime) {
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//while not enough time has passed
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//while not enough time has passed
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while(timercmp(&engine.simTime, &engine.realTime, <)) {
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while(engine.simTime < engine.realTime) {
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//simulate the world
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//simulate the world
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execStep();
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execStep();
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//calc the time simulation
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//calc the time simulation
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timeradd(&delta, &engine.simTime, &engine.simTime);
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engine.simTime += delta;
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}
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}
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}
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}
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else {
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else {
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SDL_Delay(10); //let the machine sleep, 10ms
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sleep(0.01); //let the machine sleep, 10ms
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}
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}
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//render the world
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//render the world
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@@ -7,15 +7,14 @@
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#include "toy_literal_array.h"
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#include "toy_literal_array.h"
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#include "toy_literal_dictionary.h"
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#include "toy_literal_dictionary.h"
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//TODO: remove this, and replace with time.h
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#include <time.h>
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#include <sys/time.h>
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//the base engine object, which represents the state of the game
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//the base engine object, which represents the state of the game
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typedef struct Box_private_engine {
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typedef struct Box_private_engine {
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//engine stuff
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//engine stuff
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Box_EngineNode* rootNode;
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Box_EngineNode* rootNode;
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struct timeval simTime;
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clock_t simTime;
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struct timeval realTime;
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clock_t realTime;
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bool running;
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bool running;
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//Toy stuff
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//Toy stuff
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