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-rw-r--r--3rdparty/SDL2/src/timer/windows/SDL_systimer.c200
1 files changed, 0 insertions, 200 deletions
diff --git a/3rdparty/SDL2/src/timer/windows/SDL_systimer.c b/3rdparty/SDL2/src/timer/windows/SDL_systimer.c
deleted file mode 100644
index 5c9121a514b..00000000000
--- a/3rdparty/SDL2/src/timer/windows/SDL_systimer.c
+++ /dev/null
@@ -1,200 +0,0 @@
-/*
- Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
-
- This software is provided 'as-is', without any express or implied
- warranty. In no event will the authors be held liable for any damages
- arising from the use of this software.
-
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it
- freely, subject to the following restrictions:
-
- 1. The origin of this software must not be misrepresented; you must not
- claim that you wrote the original software. If you use this software
- in a product, an acknowledgment in the product documentation would be
- appreciated but is not required.
- 2. Altered source versions must be plainly marked as such, and must not be
- misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
-*/
-#include "../../SDL_internal.h"
-
-#ifdef SDL_TIMER_WINDOWS
-
-#include "../../core/windows/SDL_windows.h"
-#include <mmsystem.h>
-
-#include "SDL_timer.h"
-#include "SDL_hints.h"
-
-
-/* The first (low-resolution) ticks value of the application */
-static DWORD start = 0;
-static BOOL ticks_started = FALSE;
-
-/* Store if a high-resolution performance counter exists on the system */
-static BOOL hires_timer_available;
-/* The first high-resolution ticks value of the application */
-static LARGE_INTEGER hires_start_ticks;
-/* The number of ticks per second of the high-resolution performance counter */
-static LARGE_INTEGER hires_ticks_per_second;
-
-static void
-SDL_SetSystemTimerResolution(const UINT uPeriod)
-{
-#ifndef __WINRT__
- static UINT timer_period = 0;
-
- if (uPeriod != timer_period) {
- if (timer_period) {
- timeEndPeriod(timer_period);
- }
-
- timer_period = uPeriod;
-
- if (timer_period) {
- timeBeginPeriod(timer_period);
- }
- }
-#endif
-}
-
-static void
-SDL_TimerResolutionChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
-{
- UINT uPeriod;
-
- /* Unless the hint says otherwise, let's have good sleep precision */
- if (hint && *hint) {
- uPeriod = SDL_atoi(hint);
- } else {
- uPeriod = 1;
- }
- if (uPeriod || oldValue != hint) {
- SDL_SetSystemTimerResolution(uPeriod);
- }
-}
-
-void
-SDL_TicksInit(void)
-{
- if (ticks_started) {
- return;
- }
- ticks_started = SDL_TRUE;
-
- /* if we didn't set a precision, set it high. This affects lots of things
- on Windows besides the SDL timers, like audio callbacks, etc. */
- SDL_AddHintCallback(SDL_HINT_TIMER_RESOLUTION,
- SDL_TimerResolutionChanged, NULL);
-
- /* Set first ticks value */
- /* QueryPerformanceCounter has had problems in the past, but lots of games
- use it, so we'll rely on it here.
- */
- if (QueryPerformanceFrequency(&hires_ticks_per_second) == TRUE) {
- hires_timer_available = TRUE;
- QueryPerformanceCounter(&hires_start_ticks);
- } else {
- hires_timer_available = FALSE;
-#ifndef __WINRT__
- start = timeGetTime();
-#endif /* __WINRT__ */
- }
-}
-
-void
-SDL_TicksQuit(void)
-{
- SDL_DelHintCallback(SDL_HINT_TIMER_RESOLUTION,
- SDL_TimerResolutionChanged, NULL);
-
- SDL_SetSystemTimerResolution(0); /* always release our timer resolution request. */
-
- start = 0;
- ticks_started = SDL_FALSE;
-}
-
-Uint32
-SDL_GetTicks(void)
-{
- DWORD now = 0;
- LARGE_INTEGER hires_now;
-
- if (!ticks_started) {
- SDL_TicksInit();
- }
-
- if (hires_timer_available) {
- QueryPerformanceCounter(&hires_now);
-
- hires_now.QuadPart -= hires_start_ticks.QuadPart;
- hires_now.QuadPart *= 1000;
- hires_now.QuadPart /= hires_ticks_per_second.QuadPart;
-
- return (DWORD) hires_now.QuadPart;
- } else {
-#ifndef __WINRT__
- now = timeGetTime();
-#endif /* __WINRT__ */
- }
-
- return (now - start);
-}
-
-Uint64
-SDL_GetPerformanceCounter(void)
-{
- LARGE_INTEGER counter;
-
- if (!QueryPerformanceCounter(&counter)) {
- return SDL_GetTicks();
- }
- return counter.QuadPart;
-}
-
-Uint64
-SDL_GetPerformanceFrequency(void)
-{
- LARGE_INTEGER frequency;
-
- if (!QueryPerformanceFrequency(&frequency)) {
- return 1000;
- }
- return frequency.QuadPart;
-}
-
-void
-SDL_Delay(Uint32 ms)
-{
- /* Sleep() is not publicly available to apps in early versions of WinRT.
- *
- * Visual C++ 2013 Update 4 re-introduced Sleep() for Windows 8.1 and
- * Windows Phone 8.1.
- *
- * Use the compiler version to determine availability.
- *
- * NOTE #1: _MSC_FULL_VER == 180030723 for Visual C++ 2013 Update 3.
- * NOTE #2: Visual C++ 2013, when compiling for Windows 8.0 and
- * Windows Phone 8.0, uses the Visual C++ 2012 compiler to build
- * apps and libraries.
- */
-#if defined(__WINRT__) && defined(_MSC_FULL_VER) && (_MSC_FULL_VER <= 180030723)
- static HANDLE mutex = 0;
- if (!mutex) {
- mutex = CreateEventEx(0, 0, 0, EVENT_ALL_ACCESS);
- }
- WaitForSingleObjectEx(mutex, ms, FALSE);
-#else
- if (!ticks_started) {
- SDL_TicksInit();
- }
-
- Sleep(ms);
-#endif
-}
-
-#endif /* SDL_TIMER_WINDOWS */
-
-/* vi: set ts=4 sw=4 expandtab: */