]> Dogcows Code - chaz/yoink/blobdiff - src/moof/view.cc
initial runloop implementation
[chaz/yoink] / src / moof / view.cc
index ab0058b5b115954262d0c105d3cba85791484a2d..62fcd93ac04155c12accbb949a8a80beede3356d 100644 (file)
@@ -209,26 +209,26 @@ public:
                nextUpdate = timer::ticks();
 
 
-               scalar totalTime = 0.0;
-               scalar ticks = timer::ticks();
+               //scalar totalTime = 0.0;
+               //scalar ticks = timer::ticks();
 
-               scalar nextUpdate = ticks;
-               scalar nextDraw = ticks;
-               scalar nextSecond = ticks + SCALAR(1.0);
+               //scalar nextUpdate = ticks;
+               //scalar nextDraw = ticks;
+               //scalar nextSecond = ticks + SCALAR(1.0);
 
                fps_ = 0;
-               int frameCount = 0;
+               //int frameCount = 0;
 
-               const scalar timestep = SCALAR(0.01);//timestep_;
-               const scalar framerate = framerate_;
+               //const scalar timestep = SCALAR(0.01);//timestep_;
+               //const scalar framerate = framerate_;
 
-               const int MAX_FRAMESKIP = 15;
-               const scalar inverseTimestep = SCALAR(1.0) / timestep;
+               //const int MAX_FRAMESKIP = 15;
+               //const scalar inverseTimestep = SCALAR(1.0) / timestep;
 
                is_running_ = true;
                for (;;)
                {
-                       timer::fire_expired_timers();           // 1. fire timers
+                       //timer::fire_expired_timers();         // 1. fire timers
                        dispatch_events();                                      // 2. dispatch events
 
                        //if (!is_running_) break;
@@ -313,7 +313,7 @@ public:
                        //next = std::min(next, timer::next_event());
                        //if (ticks < next) timer::sleep(next, timer::absolute);
 
-                       timer::sleep(timer::next_event(), timer::absolute);
+                       //timer::sleep(timer::next_event(), timer::absolute);
 
                        // Animation is choppy... the sound timer makes the draw occur
                        // late.  It's not usually enough to make the FPS drop, but it
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