Switch from Float to Integer Time Values
- Use fast data types where possible so the compiler can optimize for speed based on platform
- for example, 128 bits might be fastest on ARM
- good future-proofing
- Refactor GetTimeSinceStart() to be a bit faster
- multiplication is much faster than division
- Implement a RageTimer method to get the seconds value as a plain int, for the places which cast the seconds value to an int
- Changing from GetTimeSinceStartFast() to GetTimeSinceStart() where accuracy is important
- Changing from GetTimeSinceStart() to GetUsecsSinceStart() for timestamp diffs
- Adjust RageThreads to accomodate an unsigned timestamp value
- a constant for the maximum value of `uint_fast64_t` replaces `-1` to accommodate the change from signed to unsigned for the `locked_at` variable
- i have separate constants for `std::numeric_limits<std::uint_fast64_t>::max()` and `static_cast<std::uint_fast64_t>(-1)`, so the reader understands -1 represents an error code, though they evaluate to the same value, so i could remove one of the two
- Add two methods to calculate the MMSSMsMs / MMSSMsMsMs time value from usecs directly instead of inferring it from a seconds value, in RageUtil
- Use a similar counter/modulo based method for WheelNotifyIcon, similar to what i did for text_glow in NoteField in 2eeee03
- Make `g_iStartTime` static const for safety
Rename two timer functions:
GetUsecsSinceStart -> GetTimeSinceStartMicroseconds
GetMicrosecondsSinceStart -> GetSystemTimeAsMicroseconds
Remove std prefix from uint_fast64_t
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@@ -86,9 +86,10 @@ void WheelNotifyIcon::Update( float fDeltaTime )
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/* We should probably end up parsing the vector and then dynamically
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* insert flag icons based on "priority". Easy to do, hopefully
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- Midiman */
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const float fSecondFraction = std::fmod( RageTimer::GetTimeSinceStartFast(), 1 );
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const int index = (int)(fSecondFraction*m_vIconsToShow.size());
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Sprite::SetState( m_vIconsToShow[index] );
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static std::uint_fast32_t updateCounter = 0;
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updateCounter++;
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const int index = updateCounter % m_vIconsToShow.size();
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Sprite::SetState(m_vIconsToShow[index]);
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}
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Sprite::Update( fDeltaTime );
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