dxx-rebirth/similar/arch/sdl/timer.cpp
Kp ae0a00a893 Return timer_query() from timer_update()
Most timer_update sites immediately query the timer, so return it to
save them the call.
2015-02-05 03:03:48 +00:00

69 lines
1.6 KiB
C++

/*
* This file is part of the DXX-Rebirth project <http://www.dxx-rebirth.com/>.
* It is copyright by its individual contributors, as recorded in the
* project's Git history. See COPYING.txt at the top level for license
* terms and a link to the Git history.
*/
/*
*
* SDL library timer functions
*
*/
#include <SDL.h>
#include "maths.h"
#include "timer.h"
#include "config.h"
#include "multi.h"
static fix64 F64_RunTime = 0;
fix64 timer_update()
{
static bool already_initialized;
static fix64 last_tv;
const fix64 cur_tv = static_cast<fix64>(SDL_GetTicks()) * F1_0 / 1000;
const fix64 prev_tv = last_tv;
fix64 runtime = F64_RunTime;
last_tv = cur_tv;
if (unlikely(!already_initialized))
{
already_initialized = true;
}
else if (likely(prev_tv < cur_tv)) // in case SDL_GetTicks wraps, don't update and have a little hickup
F64_RunTime = (runtime += (cur_tv - prev_tv)); // increment! this value will overflow long after we are all dead... so why bother checking?
return runtime;
}
fix64 timer_query(void)
{
return (F64_RunTime);
}
void timer_delay(fix seconds)
{
SDL_Delay(f2i(fixmul(seconds, i2f(1000))));
}
// Replacement for timer_delay which considers calc time the program needs between frames (not reentrant)
void timer_delay2(int fps)
{
static u_int32_t FrameStart=0;
u_int32_t FrameLoop=0;
while (FrameLoop < 1000u/(GameCfg.VSync?MAXIMUM_FPS:fps))
{
u_int32_t tv_now = SDL_GetTicks();
if (Game_mode & GM_MULTI)
multi_do_frame(); // during long wait, keep packets flowing
if (FrameStart > tv_now)
FrameStart = tv_now;
if (!GameCfg.VSync)
SDL_Delay(1);
FrameLoop=tv_now-FrameStart;
}
FrameStart=SDL_GetTicks();
}