#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 RageTimer RageZeroTimer(0,0); void mySDL_GetTicks( unsigned &secs, unsigned &us ) { static bool bInitialized = false; if( !bInitialized ) { bInitialized = true; /* We don't want the timer system; it starts a thread, and we never use it. */ // if( !SDL_WasInit(SDL_INIT_TIMER) ) // SDL_InitSubSystem( SDL_INIT_TIMER ); /* Calling this will still initialize the hidden "ticks" system, so we can * use SDL_GetTicks. */ SDL_InitSubSystem( 0 ); } /* Ticks may be less than last for at least two reasons: the time may have wrapped (after * about 49 days), or the system clock may have moved backwards. If the system clock moves * backwards, we can't just clamp the time; if it moved back an hour, we'll sit around for * an hour until it catches up. * * Keep track of an offset: the amount of time to add to the result of SDL_GetTicks. * If we move back by 100ms, the offset will be increased by 100ms. If we loop, the * offset will be increased by the duration 2^32 ticks. This is stored in the same * notation as RageTimer: one 32-bit int for seconds and another for microseconds, so * wrapping isn't a problem. */ static Uint32 last = 0; static Uint32 offset_secs = 0, offset_us = 0; const Uint32 millisecs = SDL_GetTicks(); /* The time has wrapped if the last time was very high and the current time is very low. */ const Uint32 one_day = 24*60*60*1000; if( last > (0-one_day) && millisecs < one_day ) { const Uint32 wraparound_secs = 4294967; /* (2^32 / 1000) */ const Uint32 wraparound_us = 296000; /* (2^32 % 1000) * 1000 */ offset_secs += wraparound_secs; offset_us += wraparound_us; } else if( millisecs < last ) { /* The time has moved backwards. Increase the offset by the amount we moved. */ const Uint32 offset_ms = last - millisecs; offset_secs += offset_ms/1000; offset_us += (offset_ms%1000) * 1000; } if( offset_us >= TIMESTAMP_RESOLUTION ) { offset_us -= TIMESTAMP_RESOLUTION; ++offset_secs; } last = millisecs; secs = millisecs / 1000; us = (millisecs % 1000)*1000; secs += offset_secs; us += offset_us; if( us >= TIMESTAMP_RESOLUTION ) { us -= TIMESTAMP_RESOLUTION; ++secs; } } float RageTimer::GetTimeSinceStart() { unsigned secs, us; mySDL_GetTicks( secs, us ); return secs + us / 1000000.0f; } void RageTimer::Touch() { mySDL_GetTicks( this->m_secs, this->m_us ); } 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 */