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https://github.com/Zelda64Recomp/Zelda64Recomp
synced 2026-06-22 00:56:40 -04:00
Moved window event handling out of gfx thread so resizing doesn't freeze gameplay, added full document hot reloading for UI
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+5
-5
@@ -7,7 +7,7 @@
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#include "multilibultra.hpp"
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// Start time for the program
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static std::chrono::system_clock::time_point start = std::chrono::system_clock::now();
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static std::chrono::system_clock::time_point start_time = std::chrono::system_clock::now();
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// Game speed multiplier (1 means no speedup)
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constexpr uint32_t speed_multiplier = 1;
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// N64 CPU counter ticks per millisecond
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@@ -52,11 +52,11 @@ std::chrono::microseconds ticks_to_duration(uint64_t ticks) {
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}
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std::chrono::system_clock::time_point ticks_to_timepoint(uint64_t ticks) {
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return start + ticks_to_duration(ticks);
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return start_time + ticks_to_duration(ticks);
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}
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uint64_t time_now() {
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return duration_to_ticks(std::chrono::system_clock::now() - start);
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return duration_to_ticks(std::chrono::system_clock::now() - start_time);
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}
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void timer_thread(RDRAM_ARG1) {
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@@ -142,11 +142,11 @@ uint32_t Multilibultra::get_speed_multiplier() {
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}
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std::chrono::system_clock::time_point Multilibultra::get_start() {
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return start;
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return start_time;
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}
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std::chrono::system_clock::duration Multilibultra::time_since_start() {
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return std::chrono::system_clock::now() - start;
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return std::chrono::system_clock::now() - start_time;
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}
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extern "C" u32 osGetCount() {
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