ae0a00a893
Most timer_update sites immediately query the timer, so return it to save them the call.
69 lines
1.6 KiB
C++
69 lines
1.6 KiB
C++
/*
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* This file is part of the DXX-Rebirth project <http://www.dxx-rebirth.com/>.
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* It is copyright by its individual contributors, as recorded in the
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* project's Git history. See COPYING.txt at the top level for license
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* terms and a link to the Git history.
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*/
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/*
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*
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* SDL library timer functions
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*
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*/
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#include <SDL.h>
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#include "maths.h"
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#include "timer.h"
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#include "config.h"
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#include "multi.h"
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static fix64 F64_RunTime = 0;
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fix64 timer_update()
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{
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static bool already_initialized;
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static fix64 last_tv;
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const fix64 cur_tv = static_cast<fix64>(SDL_GetTicks()) * F1_0 / 1000;
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const fix64 prev_tv = last_tv;
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fix64 runtime = F64_RunTime;
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last_tv = cur_tv;
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if (unlikely(!already_initialized))
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{
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already_initialized = true;
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}
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else if (likely(prev_tv < cur_tv)) // in case SDL_GetTicks wraps, don't update and have a little hickup
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F64_RunTime = (runtime += (cur_tv - prev_tv)); // increment! this value will overflow long after we are all dead... so why bother checking?
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return runtime;
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}
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fix64 timer_query(void)
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{
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return (F64_RunTime);
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}
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void timer_delay(fix seconds)
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{
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SDL_Delay(f2i(fixmul(seconds, i2f(1000))));
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}
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// Replacement for timer_delay which considers calc time the program needs between frames (not reentrant)
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void timer_delay2(int fps)
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{
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static u_int32_t FrameStart=0;
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u_int32_t FrameLoop=0;
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while (FrameLoop < 1000u/(GameCfg.VSync?MAXIMUM_FPS:fps))
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{
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u_int32_t tv_now = SDL_GetTicks();
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if (Game_mode & GM_MULTI)
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multi_do_frame(); // during long wait, keep packets flowing
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if (FrameStart > tv_now)
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FrameStart = tv_now;
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if (!GameCfg.VSync)
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SDL_Delay(1);
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FrameLoop=tv_now-FrameStart;
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}
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FrameStart=SDL_GetTicks();
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}
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