The QueryPerformanceFrequency function retrieves thefrequency of the high-resolution performance counter, if oneexists. The frequency cannot change while the system isrunning.
Syntax
BOOL QueryPerformanceFrequency( LARGE_INTEGER *lpFrequency);
Parameters
lpFrequency [out] Pointer to a variable that receives thecurrent performance-counter frequency, in counts per second. If theinstalled hardware does not support a high-resolution performancecounter, this parameter can be zero.
Return Value
If the installed hardware supports a high-resolution performancecounter, the return value is nonzero.
If the function fails, the return value is zero. To get extendederror information, call GetLastError. Forexample, if the installed hardware does not support ahigh-resolution performance counter, the function fails.
Function Information
Minimum DLL Version kernel32.dll Header Declared in Winbase.h, includeWindows.h Import library Kernel32.lib Minimum operating systems Windows 95, WindowsNT 3.1 Unicode Implemented as Unicode version.
See Also
Timers Overview, QueryPerformanceCounter
QueryPerformanceCounter返回当前频率值。
二.代码例子
////////////////////////////////////////////////////////////////////
#include "CTimer.h"
//---------------------- default constructor------------------------------
//
//-------------------------------------------------------------------------
CTimer::CTimer(): m_FPS(0),
m_TimeElapsed(0.0f),
m_FrameTime(0),
m_LastTime(0),
m_PerfCountFreq(0)
{
//how many ticks per sec do we get
//返回系统每秒频率
QueryPerformanceFrequency( (LARGE_INTEGER*)&m_PerfCountFreq);
// m_TimeScale 为每频率占用的秒数
m_TimeScale = 1.0f/m_PerfCountFreq;
}
//---------------------- constructor-------------------------------------
//
// use to specify FPS
//
//-------------------------------------------------------------------------
CTimer::CTimer(float fps): m_FPS(fps),
m_TimeElapsed(0.0f),
m_LastTime(0),
m_PerfCountFreq(0)
{
//how many ticks per sec do we get
//返回系统每秒频率
QueryPerformanceFrequency( (LARGE_INTEGER*)&m_PerfCountFreq);
m_TimeScale = 1.0f/m_PerfCountFreq;
//calculate ticks per frame
//m_FPS为你希望系统每秒多少频率
//m_FrameTime为你设定的每频率相当于系统实际多少频率.可理解为每频率多少时间
m_FrameTime = (LONGLONG)(m_PerfCountFreq /m_FPS);
}
//------------------------Start()-----------------------------------------
//
// call this immediately prior to game loop.Starts the timer (obviously!)
//启动定时器
//--------------------------------------------------------------------------
void CTimer::Start()
{
//get the time
QueryPerformanceCounter( (LARGE_INTEGER*)&m_LastTime);
//update time to render next frame
//m_LastTime为定时开始前的时间
// m_NextTime为下次定时到了的时间.
m_NextTime = m_LastTime + m_FrameTime;
return;
}
//-------------------------ReadyForNextFrame()-------------------------------
//
// returns true if it is time to move on to thenext frame step. To be used if
// FPS is set.
//检测定时是否已经到了
//----------------------------------------------------------------------------
bool CTimer::ReadyForNextFrame()
{
if (!m_FPS)
{
MessageBox(NULL, "No FPS set in timer", "Doh!", 0);
returnfalse;
}
QueryPerformanceCounter( (LARGE_INTEGER*)&m_CurrentTime);
if (m_CurrentTime >m_NextTime)
{//定时到了
// m_TimeElapsed为本次定时用了多少秒
//更新定时开始前的时间 m_LastTime
m_TimeElapsed =(m_CurrentTime - m_LastTime) * m_TimeScale;
m_LastTime =m_CurrentTime;
//update time to render nextframe
m_NextTime = m_CurrentTime +m_FrameTime;
return true;
}
return false;
}
//--------------------------- TimeElapsed--------------------------------
//
// returns time elapsed since last call to thisfunction. Use in main
// when calculations are to be based on dt.
//
//-------------------------------------------------------------------------
double CTimer::TimeElapsed()
{
//得到本次定时已经用了多少秒
QueryPerformanceCounter( (LARGE_INTEGER*)&m_CurrentTime);
m_TimeElapsed = (m_CurrentTime -m_LastTime) * m_TimeScale;
m_LastTime =m_CurrentTime;
return m_TimeElapsed;
}
========================================================================================
/////////////////////////////////////
///////////////////////////////////////
///////////////////////////////////////
#ifndef CTIMER_H
#define CTIMER_H
//-----------------------------------------------------------------------
//
// Name: CTimer.h
//
// Author: Mat Buckland 2002
//
// Desc: Windows timer class for the book GameAI
// Programming with Neural Nets and GeneticAlgorithms.
//
//-----------------------------------------------------------------------
#include
class CTimer
{
private:
LONGLONG m_CurrentTime,
m_LastTime,
m_NextTime,
m_FrameTime,
m_PerfCountFreq;
double m_TimeElapsed,
m_TimeScale;
float m_FPS;
public:
//ctors
CTimer();
CTimer(float fps);
//whatdayaknow, this starts the timer
void Start();
//determines if enough time has passed to moveonto next frame
bool ReadyForNextFrame();
//only use this after a call to theabove.
double GetTimeElapsed(){returnm_TimeElapsed;}
double TimeElapsed();
};
#endif
三.使用举例
int WINAPI WinMain (HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR szCmdLine,
int iCmdShow)
{
//handle to our window
HWND hWnd;
//our window classstructure
WNDCLASSEX winclass;
// first fill in the window class stucture
winclass.cbSize = sizeof(WNDCLASSEX);
winclass.style = CS_HREDRAW | CS_VREDRAW;
winclass.lpfnWndProc =WindowProc;
winclass.cbClsExtra = 0;
winclass.cbWndExtra = 0;
winclass.hInstance = hInstance;
winclass.hIcon = LoadIcon(NULL, IDI_APPLICATION);
winclass.hCursor = LoadCursor(NULL, IDC_ARROW);
winclass.hbrBackground = NULL;
winclass.lpszMenuName = NULL;
winclass.lpszClassName = g_szWindowClassName;
winclass.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
//register the windowclass
if(!RegisterClassEx(&winclass))
{
MessageBox(NULL,"Registration Failed!", "Error", 0);
//exit theapplication
return0;
}
//create the window andassign its ID tohwnd
hWnd = CreateWindowEx(NULL, // extended style
g_szWindowClassName, // window class name
g_szApplicationName, // window caption
WS_OVERLAPPEDWINDOW, // window style
0, // initial x position
0, // initial y position
WINDOW_WIDTH, // initial x size
WINDOW_HEIGHT, // initial y size
NULL, // parent window handle
NULL, // window menu handle
hInstance, // program instance handle
NULL); // creation parameters
//make sure the window creation has gone OK
if(!hWnd)
{
MessageBox(NULL, "CreateWindowEx Failed!", "Error!", 0);
}
//make the window visible
ShowWindow (hWnd,iCmdShow);
UpdateWindow (hWnd);
// Enterthe message loop
bool bDone =false;
//create a timer
CTimertimer(FRAMES_PER_SECOND);
//start the timer
timer.Start();
MSG msg;
while(!bDone)
{
while(PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
{
if( msg.message == WM_QUIT )
{
// Stop loop if it's a quit message
bDone = true;
}
else
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
}
if(timer.ReadyForNextFrame())
{
//**any gameupdate code goes in here**
//this will call WM_PAINT which will render our scene
InvalidateRect(hWnd,NULL, TRUE);
UpdateWindow(hWnd);
}
}//endwhile
UnregisterClass( g_szWindowClassName, winclass.hInstance );
return msg.wParam;
}