-added multiple new function to allocate template and add entity -updated README.md (complete initial version) -empty components now don't take memory -fixedd small bug with TestRunner -added many new tests (HashMap, Vector, EntityMeta, ...) -added default hashing function to HashMap -fixed critical bug with adding entities -fixed small bug with adding entity with remplacement components -added asserts into code to better bug detection -small performance improvement for events -added ComponentRef structure which contain data pointer and componentID -remove EntityID from Event structure -now events are handled before removing entiteis -fixed GDC compilation -fixed rendering of rotated sprites -added weapons as separate entities to space ship and others -added Tower enemy to SpaceInvaders demo -added Boss to SpaceInvaders demo (boss has four tower attached to it) -Boss towers shoot multiple bullets upon death -fixed critical bug with demos switching -fixed critical bug related to adding/removing entities form inside onAdd/onRemove entity callback -added animation support -added particles sypport and particles for firing and explostions, and more -multithreaded rendering now has same rendering order as singlethreaded -application automaticallu detect host CPU threads count -added upgrades to SPaceInvaders demo -fixed texture memory freeing -improved documentation -improved multithreaded performance -improve shader code -fixed registration issue -some additional performance improvements -added depth and colors to rendering parameters -jobs now has names corresponding to their systems -change execute() -> willExecute() -added EntityMeta structure to speedup getting fetching components form entity -improved multithreading rendering -added possibility tio change number of threads runtime -added bullets collision detection in SpaceInvaders demo -some CI changes -added VBO batch rendering (current default, no render mode switch yet) -fixed camera positioning calculation -fixed buffer issue with WebGL -added viewport scalling (at least 300 pixels height). Pixels are scalled if screen is bigger. -center demos gameplay area -added fullpage html template for Emscripten build -added many new sprites to atlas -fixed critical bug with CPU usage in multithreaded mode -snake render tile coresponding to body part -snake is destroyed after collision and emit some particles -added some functionality to vectors -fixed documentation issue in Manager.d -more minor code changes and cleanup
66 lines
No EOL
1.1 KiB
D
66 lines
No EOL
1.1 KiB
D
module tests.time;
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version (WebAssembly)
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{
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alias int time_t;
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alias int clockid_t;
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enum CLOCK_REALTIME = 0;
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struct timespec
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{
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time_t tv_sec;
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int tv_nsec;
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}
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extern (C) int clock_gettime(clockid_t, timespec*) @nogc nothrow @system;
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struct Time
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{
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static long getUSecTime()
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{
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time_t time;
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timespec spec;
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clock_gettime(CLOCK_REALTIME, &spec);
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//time = spec.tv_sec;
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return spec.tv_sec * 1000_000 + spec.tv_nsec / 1000; //time / 1000_000;
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}
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}
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}
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else version (Windows)
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{
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import core.stdc.stdio : printf;
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import core.sys.windows.windows;
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struct Time
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{
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static long getUSecTime()
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{
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LARGE_INTEGER time, freq;
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QueryPerformanceFrequency(&freq);
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QueryPerformanceCounter(&time);
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return time.QuadPart / (freq.QuadPart / 1000_000);
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}
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}
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}
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else version (Posix)
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{
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import core.stdc.stdio : printf;
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import core.sys.posix.time;
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struct Time
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{
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static long getUSecTime()
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{
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time_t time;
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timespec spec;
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clock_gettime(CLOCK_REALTIME, &spec);
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//time = spec.tv_sec;
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return spec.tv_sec * 1000_000 + spec.tv_nsec / 1000; //time / 1000_000;
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}
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}
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} |