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SWORD25: Removed some more unused/unimplemented debug code
svn-id: r55595
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parent
c63ff39a7f
commit
7ed5a92823
@ -1,68 +0,0 @@
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program 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 General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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/*
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* This code is based on Broken Sword 2.5 engine
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*
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* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
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*
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* Licensed under GNU GPL v2
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*
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*/
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#include "common/system.h"
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#include "sword25/gfx/framecounter.h"
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namespace Sword25 {
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Framecounter::Framecounter(int updateFrequency) :
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_FPS(0),
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_FPSCount(0),
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_lastUpdateTime(-1) {
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setUpdateFrequency(updateFrequency);
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}
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void Framecounter::update() {
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// Aktuellen Systemtimerstand auslesen
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uint64 timer = g_system->getMillis() * 1000;
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// Falls m_LastUpdateTime == -1 ist, wird der Frame-Counter zum ersten Mal aufgerufen und der aktuelle Systemtimer als erster
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// Messzeitpunkt genommen.
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if (_lastUpdateTime == -1)
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_lastUpdateTime = timer;
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else {
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// Die Anzahl der Frames im aktuellen Messzeitraum wird erhöht.
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_FPSCount++;
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// Falls der Messzeitraum verstrichen ist, wird die durchschnittliche Framerate berechnet und ein neuer Messzeitraum begonnen.
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if (timer - _lastUpdateTime >= _updateDelay) {
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_FPS = static_cast<int>((1000000 * (uint64)_FPSCount) / (timer - _lastUpdateTime));
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_lastUpdateTime = timer;
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_FPSCount = 0;
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}
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}
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}
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} // End of namespace Sword25
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@ -1,99 +0,0 @@
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program 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 General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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/*
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* This code is based on Broken Sword 2.5 engine
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*
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* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
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*
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* Licensed under GNU GPL v2
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*
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*/
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#ifndef SWORD25_FRAMECOUNTER_H
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#define SWORD25_FRAMECOUNTER_H
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// Includes
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#include "sword25/kernel/common.h"
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namespace Sword25 {
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/**
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* A simple class that implements a frame counter
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*/
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class Framecounter {
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private:
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// TODO: This class should be rewritten based on Audio::Timestamp,
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// which provides higher accuracy and avoids using 64 bit data types.
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typedef unsigned long long uint64;
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typedef signed long long int64;
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enum {
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DEFAULT_UPDATE_FREQUENCY = 10
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};
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public:
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/**
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* Creates a new BS_Framecounter object
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* @param UpdateFrequency Specifies how often the frame counter should be updated in a sceond.
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* The default value is 10.
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*/
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Framecounter(int updateFrequency = DEFAULT_UPDATE_FREQUENCY);
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/**
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* Determines how often the frame counter should be updated in a second.
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* @param UpdateFrequency Specifies how often the frame counter should be updated in a second.
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*/
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inline void setUpdateFrequency(int updateFrequency);
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/**
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* This method must be called once per frame.
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*/
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void update();
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/**
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* Returns the current FPS value.
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*/
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int getFPS() const {
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return _FPS;
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}
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private:
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int _FPS;
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int _FPSCount;
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int64 _lastUpdateTime;
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uint64 _updateDelay;
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};
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// Inlines
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void Framecounter::setUpdateFrequency(int updateFrequency) {
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// Frequency in time (converted to microseconds)
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_updateDelay = 1000000 / updateFrequency;
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}
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} // End of namespace Sword25
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#endif
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@ -72,7 +72,6 @@ GraphicEngine::GraphicEngine(Kernel *pKernel) :
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_lastFrameDuration(0),
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_timerActive(true),
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_frameTimeSampleSlot(0),
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_repaintedPixels(0),
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_thumbnail(NULL),
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ResourceService(pKernel) {
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_frameTimeSamples.resize(FRAMETIME_SAMPLE_COUNT);
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@ -183,9 +182,6 @@ bool GraphicEngine::endFrame() {
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_debugLines.clear();
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}
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// Framecounter aktualisieren
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_FPSCounter.update();
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return true;
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}
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@ -52,7 +52,6 @@
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#include "sword25/kernel/common.h"
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#include "sword25/kernel/resservice.h"
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#include "sword25/kernel/persistable.h"
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#include "sword25/gfx/framecounter.h"
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#include "sword25/gfx/renderobjectptr.h"
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#include "sword25/math/vertex.h"
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@ -266,15 +265,6 @@ public:
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*/
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bool fill(const Common::Rect *fillRectPtr = 0, uint color = BS_RGB(0, 0, 0));
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// Debugging Methods
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int getFPSCount() const {
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return _FPSCounter.getFPS();
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}
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int getRepaintedPixels() const {
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return _repaintedPixels;
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}
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Graphics::Surface _backSurface;
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Graphics::Surface *getSurface() { return &_backSurface; }
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@ -342,12 +332,6 @@ protected:
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int _bitDepth;
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bool _windowed;
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// Debugging Variables
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// -------------------
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Framecounter _FPSCounter;
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uint _repaintedPixels;
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/**
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* Calculates the time since the last frame beginning has passed.
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*/
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@ -346,7 +346,8 @@ static int isWindowed(lua_State *L) {
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static int getFPSCount(lua_State *L) {
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GraphicEngine *pGE = getGE();
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lua_pushnumber(L, pGE->getFPSCount());
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// Used in a debug function
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lua_pushnumber(L, 0);
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return 1;
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}
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@ -395,7 +396,8 @@ static int saveThumbnailScreenshot(lua_State *L) {
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static int getRepaintedPixels(lua_State *L) {
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GraphicEngine *pGE = getGE();
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lua_pushnumber(L, static_cast<lua_Number>(pGE->getRepaintedPixels()));
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// Used in a debug function.
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lua_pushnumber(L, 0);
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return 1;
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}
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virtual ~ResourceService() {}
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/**
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* Loads a resource
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* @return Returns the resource if successful, otherwise NULL
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@ -14,7 +14,6 @@ MODULE_OBJS := \
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gfx/bitmap.o \
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gfx/dynamicbitmap.o \
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gfx/fontresource.o \
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gfx/framecounter.o \
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gfx/graphicengine.o \
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gfx/graphicengine_script.o \
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gfx/panel.o \
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