#include "global.h" #include "RageTimer.h" #include "RageLog.h" #include "SDL.h" #include "SDL_timer.h" /* We only actually get 1000 using SDL. */ #define TIMESTAMP_RESOLUTION 1000000 const RageZeroTimer_t RageZeroTimer; float RageTimer::GetTimeSinceStart() { return SDL_GetTicks() / 1000.0f; } void RageTimer::Touch() { unsigned ms = SDL_GetTicks(); this->m_secs = ms / 1000; ms %= 1000; unsigned mult = TIMESTAMP_RESOLUTION / 1000; this->m_us = ms*mult; } float RageTimer::Ago() const { const RageTimer Now; return Now - *this; } float RageTimer::GetDeltaTime() { const RageTimer Now; const float diff = Difference( Now, *this ); *this = Now; return diff; } /* Get a timer representing half of the time ago as this one. This is * useful for averaging time. For example, * * RageTimer tm; * ... do stuff ... * RageTimer AverageTime = tm.Half(); * printf("Something happened between now and tm; the average time is %f.\n", tm.Ago()); * tm.Touch(); */ RageTimer RageTimer::Half() const { const RageTimer now; const float ProbableDelay = -(now - *this) / 2; return *this + ProbableDelay; } RageTimer RageTimer::operator+(float tm) const { return Sum(*this, tm); } float RageTimer::operator-(const RageTimer &rhs) const { return Difference(*this, rhs); } RageTimer RageTimer::Sum(const RageTimer &lhs, float tm) { /* tm == 5.25 -> secs = 5, us = 5.25 - ( 5) = .25 * tm == -1.25 -> secs = -2, us = -1.25 - (-2) = .75 */ int seconds = (int) floorf(tm); int us = int( (tm - seconds) * TIMESTAMP_RESOLUTION ); RageTimer ret; ret.m_secs = seconds + lhs.m_secs; ret.m_us = us + lhs.m_us; if( ret.m_us >= TIMESTAMP_RESOLUTION ) { ret.m_us -= TIMESTAMP_RESOLUTION; ++ret.m_secs; } return ret; } float RageTimer::Difference(const RageTimer &lhs, const RageTimer &rhs) { int secs = lhs.m_secs - rhs.m_secs; int us = lhs.m_us - rhs.m_us; if( us < 0 ) { us += TIMESTAMP_RESOLUTION; --secs; } return float(secs) + float(us) / TIMESTAMP_RESOLUTION; } /* * Copyright (c) 2001-2003 by the person(s) listed below. All rights reserved. * Chris Danford * Glenn Maynard */