mirror of
https://github.com/cjcliffe/CubicSDR.git
synced 2025-02-03 09:44:26 -05:00
Frame rate limiter
This commit is contained in:
parent
3614c2ad9f
commit
a7d7ec0d93
@ -97,6 +97,7 @@ SET (cubicsdr_sources
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src/AudioThreadQueue.cpp
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src/AudioThreadTask.cpp
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src/Gradient.cpp
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src/Timer.cpp
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src/visual/ScopeCanvas.cpp
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src/visual/ScopeContext.cpp
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src/visual/SpectrumCanvas.cpp
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@ -121,6 +122,7 @@ SET (cubicsdr_headers
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src/AudioThreadQueue.h
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src/AudioThreadTask.h
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src/Gradient.h
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src/Timer.h
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src/visual/ScopeCanvas.h
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src/visual/ScopeContext.h
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src/visual/SpectrumCanvas.h
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181
src/Timer.cpp
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181
src/Timer.cpp
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@ -0,0 +1,181 @@
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/*
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This file is part of CubicVR.
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CubicVR is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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CubicVR is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License
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along with CubicVR; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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Source (c) 2003 by Charles J. Cliffe unless otherwise specified
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To contact me, e-mail or MSN to cj@cubicproductions.com or by ICQ#7188044
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http://www.cubicproductions.com
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*/
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#include "Timer.h"
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#ifdef _WIN32
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#include <mmsystem.h>
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#endif
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Timer::Timer(void) : time_elapsed(0), system_milliseconds(0), start_time(0), end_time(0), last_update(0), paused_time(0), offset(0), paused_state(false)
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{
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}
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void Timer::start(void)
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{
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update();
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num_updates = 0;
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start_time = system_milliseconds;
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last_update = start_time;
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paused_state = false;
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lock_state = false;
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lock_rate = 0;
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paused_time = 0;
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offset = 0;
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}
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void Timer::stop(void)
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{
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end_time = system_milliseconds;
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}
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void Timer::reset(void)
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{
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start();
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}
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void Timer::lockFramerate(float f_rate)
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{
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lock_rate = 1.0/f_rate;
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lock_state = true;
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}
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void Timer::unlock()
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{
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unsigned long msec_tmp = system_milliseconds;
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lock_state = false;
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update();
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last_update = system_milliseconds-lock_rate;
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offset += msec_tmp-system_milliseconds;
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lock_rate = 0;
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}
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bool Timer::locked()
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{
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return lock_state;
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}
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void Timer::update(void)
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{
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num_updates++;
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last_update = system_milliseconds;
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if (lock_state)
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{
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system_milliseconds += (unsigned long)(lock_rate*1000.0);
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}
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else
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{
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#ifdef _WIN32
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system_milliseconds = timeGetTime ();
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#else
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gettimeofday(&time_val,&time_zone);
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system_milliseconds = (unsigned long)time_val.tv_usec;
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system_milliseconds /= 1000;
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system_milliseconds += (unsigned long)(time_val.tv_sec*1000);
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#endif
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}
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if (paused_state) paused_time += system_milliseconds-last_update;
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time_elapsed = system_milliseconds-start_time-paused_time+offset;
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}
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unsigned long Timer::getMilliseconds(void)
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{
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return time_elapsed;
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}
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double Timer::getSeconds(void)
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{
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return ((double)getMilliseconds())/1000.0;
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}
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void Timer::setMilliseconds(unsigned long milliseconds_in)
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{
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offset -= (system_milliseconds-start_time-paused_time+offset)-milliseconds_in;
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}
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void Timer::setSeconds(double seconds_in)
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{
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setMilliseconds((long)(seconds_in*1000.0));
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}
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double Timer::lastUpdateSeconds(void)
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{
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return ((double)lastUpdateMilliseconds())/1000.0;
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}
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unsigned long Timer::lastUpdateMilliseconds(void)
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{
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return system_milliseconds-last_update;
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}
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unsigned long Timer::totalMilliseconds()
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{
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return system_milliseconds-start_time;
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}
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double Timer::totalSeconds(void)
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{
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return totalMilliseconds()/1000.0;
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}
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unsigned long Timer::getNumUpdates(void)
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{
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return num_updates;
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}
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void Timer::paused(bool pause_in)
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{
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paused_state = pause_in;
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}
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bool Timer::paused()
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{
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return paused_state;
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}
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196
src/Timer.h
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196
src/Timer.h
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@ -0,0 +1,196 @@
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/*
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This file is part of CubicVR.
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CubicVR is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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CubicVR is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License
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along with CubicVR; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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Source (c) 2003 by Charles J. Cliffe unless otherwise specified
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To contact me, e-mail or MSN to cj@cubicproductions.com or by ICQ#7188044
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http://www.cubicproductions.com
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*/
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#ifndef TIMER_H
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#define TIMER_H
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#ifndef _WIN32
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#include <sys/time.h>
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#endif
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/// Timer Class, high resolution timer
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/**
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* Class provides high resolution timing and useful time control functions
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*/
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class Timer
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{
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private:
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unsigned long time_elapsed;
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unsigned long system_milliseconds;
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unsigned long start_time;
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unsigned long end_time;
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unsigned long last_update;
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unsigned long num_updates;
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unsigned long paused_time;
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unsigned long offset;
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#ifndef _WIN32
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struct timeval time_val;
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struct timezone time_zone;
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#endif
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bool paused_state;
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bool lock_state;
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float lock_rate;
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public:
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/// Constructor
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Timer();
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/// Start the timer
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/**
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* Resets the timer to 0 and begins timing
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*/
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void start(void);
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/// Stop the timer
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/**
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* Stops the timer and records the end time
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*/
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void stop(void);
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/// Locks the timer to a specified framerate (for recording / benchmarking purposes typically)
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/**
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* Locks the timer to a specified framerate (for recording / benchmarking purposes typically)
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*/
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void lockFramerate(float f_rate);
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/// Unlock any framerate lock that's been applied
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/**
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* Unlock any framerate lock that's been applied
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*/
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void unlock();
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/// Check locked state
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/**
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* Check locked state
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*/
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bool locked();
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/// Reset the timer counter
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/**
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* Resetting the timer will reset the current time to 0
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*/
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void reset(void);
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/// Timer update
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/**
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* Calling the update command will bring the timer value up to date, this is meant
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* to be called at the begining of the frame to establish the time index which is being drawn.
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*/
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void update(void);
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/// Get the total time elapsed since the timer start, not counting paused time
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/**
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* Returns the total time elapsed in since the timer start() to the last update() but
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* does not count the time elapsed while the timer is paused().
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* \return Total time elapsed since the timer start() to the last update() excluding time paused() in milliseconds
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*/
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unsigned long getMilliseconds(void);
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/// Alias of getMilliseconds() which returns time in seconds
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/**
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* \return Total time elapsed since the timer start() to the last update() excluding time paused() in seconds
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*/
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double getSeconds(void);
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/// Get the total time elapsed since the timer start
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/**
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* Returns the total time elapsed in since the timer start() to the last update()
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* this includes any time accumulated during updates while paused()
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* \return Total time elapsed since the timer start() to the last update() including time paused() in milliseconds
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*/
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unsigned long totalMilliseconds(void);
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/// Alias of totalMilliseconds() which returns time in seconds
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/**
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* \return Total time elapsed since the timer start() to the last update() including time paused() in seconds
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*/
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double totalSeconds(void);
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/// Set the amount of time elapsed
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/**
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* Force the timer duration to a specific value, useful for rolling forward or back in a system
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* based upon the timer.
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* \param milliseconds_in Time to set timer to in milliseconds
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*/
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void setMilliseconds(unsigned long milliseconds_in);
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/// alias of setMilliseconds() which accepts time in seconds
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/**
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* \param seconds_in Time to set timer to in seconds
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*/
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void setSeconds(double seconds_in);
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/// Get the amount of times the update() command has been called
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/**
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* By using the number of times the update() command has been called you can easily determine
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* an average frame rate. Also useful for merely determining how many frames have been drawn.
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* \return Number of times update() has been called
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*/
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unsigned long getNumUpdates(void);
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/// Get the timer duration during the last update
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/**
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* Useful for determining the amount of time which elapsed during the last update
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* can be used to accurately control values with a per-second rate or determine the current frame rate.
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* \return Duration of time between the last two calls to update() in milliseconds
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*/
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unsigned long lastUpdateMilliseconds(void);
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/// Alias of lastUpdateMilliseconds() which returns time in seconds
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/**
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* \return Duration of time between the last two calls to update() in seconds
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*/
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double lastUpdateSeconds(void);
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/// Set the timer pause state
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/**
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* Pause the timer, allowing for continued update() calls without an increment in timing but
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* maintaining the update and total time count, useful for pausing a scene but allowing frame
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* timing to resume.
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* \param pause_in Value to set the current pause state to
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*/
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void paused(bool pause_in);
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/// Check if the timer is currently in a paused state
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/**
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* \return Current pause state, true if paused, false otherwise
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*/
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bool paused();
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};
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#endif
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@ -22,9 +22,10 @@ wxEND_EVENT_TABLE()
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ScopeCanvas::ScopeCanvas(wxWindow *parent, int *attribList) :
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wxGLCanvas(parent, wxID_ANY, attribList, wxDefaultPosition, wxDefaultSize,
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wxFULL_REPAINT_ON_RESIZE), parent(parent) {
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wxFULL_REPAINT_ON_RESIZE), parent(parent), frameTimer(0) {
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glContext = new ScopeContext(this, &wxGetApp().GetContext(this));
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timer.start();
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}
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ScopeCanvas::~ScopeCanvas() {
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@ -75,5 +76,10 @@ void ScopeCanvas::OnKeyDown(wxKeyEvent& event) {
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}
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void ScopeCanvas::OnIdle(wxIdleEvent &event) {
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Refresh(false);
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timer.update();
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frameTimer += timer.lastUpdateSeconds();
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if (frameTimer > 1.0/30.0) {
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Refresh(false);
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frameTimer = 0;
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}
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}
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@ -9,6 +9,7 @@
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#include "ScopeContext.h"
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#include "fftw3.h"
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#include "Timer.h"
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class ScopeCanvas: public wxGLCanvas {
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public:
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@ -27,6 +28,8 @@ private:
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wxWindow *parent;
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ScopeContext *glContext;
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Timer timer;
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float frameTimer;
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// event table
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wxDECLARE_EVENT_TABLE();
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};
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@ -22,7 +22,7 @@ wxEND_EVENT_TABLE()
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SpectrumCanvas::SpectrumCanvas(wxWindow *parent, int *attribList) :
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wxGLCanvas(parent, wxID_ANY, attribList, wxDefaultPosition, wxDefaultSize,
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wxFULL_REPAINT_ON_RESIZE), parent(parent) {
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wxFULL_REPAINT_ON_RESIZE), parent(parent), frameTimer(0) {
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int in_block_size = BUF_SIZE / 2;
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int out_block_size = FFT_SIZE;
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@ -35,6 +35,7 @@ SpectrumCanvas::SpectrumCanvas(wxWindow *parent, int *attribList) :
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fft_floor_ma = fft_floor_maa = 0.0;
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glContext = new SpectrumContext(this, &wxGetApp().GetContext(this));
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timer.start();
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}
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SpectrumCanvas::~SpectrumCanvas() {
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@ -152,5 +153,10 @@ void SpectrumCanvas::setData(std::vector<signed char> *data) {
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}
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void SpectrumCanvas::OnIdle(wxIdleEvent &event) {
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Refresh(false);
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timer.update();
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frameTimer += timer.lastUpdateSeconds();
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if (frameTimer > 1.0/30.0) {
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Refresh(false);
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frameTimer = 0;
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}
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}
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@ -9,6 +9,7 @@
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#include "SpectrumContext.h"
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#include "fftw3.h"
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#include "Timer.h"
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class SpectrumCanvas: public wxGLCanvas {
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public:
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@ -36,6 +37,8 @@ private:
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std::vector<float> fft_result_maa;
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SpectrumContext *glContext;
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Timer timer;
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float frameTimer;
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// event table
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wxDECLARE_EVENT_TABLE();
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};
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@ -22,7 +22,7 @@ wxEND_EVENT_TABLE()
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WaterfallCanvas::WaterfallCanvas(wxWindow *parent, int *attribList) :
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wxGLCanvas(parent, wxID_ANY, attribList, wxDefaultPosition, wxDefaultSize,
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wxFULL_REPAINT_ON_RESIZE), parent(parent) {
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wxFULL_REPAINT_ON_RESIZE), parent(parent), frameTimer(0) {
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int in_block_size = BUF_SIZE / 2;
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int out_block_size = FFT_SIZE;
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@ -35,6 +35,7 @@ WaterfallCanvas::WaterfallCanvas(wxWindow *parent, int *attribList) :
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fft_floor_ma = fft_floor_maa = 0.0;
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glContext = new WaterfallContext(this, &wxGetApp().GetContext(this));
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timer.start();
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}
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WaterfallCanvas::~WaterfallCanvas() {
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@ -150,5 +151,10 @@ void WaterfallCanvas::setData(std::vector<signed char> *data) {
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}
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void WaterfallCanvas::OnIdle(wxIdleEvent &event) {
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Refresh(false);
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timer.update();
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frameTimer += timer.lastUpdateSeconds();
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if (frameTimer > 1.0/30.0) {
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Refresh(false);
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frameTimer = 0;
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}
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}
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@ -9,6 +9,7 @@
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#include "WaterfallContext.h"
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#include "fftw3.h"
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#include "Timer.h"
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class WaterfallCanvas: public wxGLCanvas {
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public:
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@ -36,6 +37,8 @@ private:
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std::vector<float> fft_result_maa;
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WaterfallContext *glContext;
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Timer timer;
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float frameTimer;
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// event table
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wxDECLARE_EVENT_TABLE();
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};
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