c2fa441b7e
avoid starting the SDL timer system; it starts a thread
176 lines
4.2 KiB
C++
176 lines
4.2 KiB
C++
#include "global.h"
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#include "RageTimer.h"
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#include "RageLog.h"
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#include "SDL.h"
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#include "SDL_timer.h"
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/* We only actually get 1000 using SDL. */
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#define TIMESTAMP_RESOLUTION 1000000
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const RageTimer RageZeroTimer(0,0);
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void mySDL_GetTicks( unsigned &secs, unsigned &us )
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{
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static bool bInitialized = false;
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if( !bInitialized )
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{
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bInitialized = true;
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/* We don't want the timer system; it starts a thread, and we never use it. */
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// if( !SDL_WasInit(SDL_INIT_TIMER) )
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// SDL_InitSubSystem( SDL_INIT_TIMER );
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/* Calling this will still initialize the hidden "ticks" system, so we can
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* use SDL_GetTicks. */
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SDL_InitSubSystem( 0 );
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}
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/* Ticks may be less than last for at least two reasons: the time may have wrapped (after
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* about 49 days), or the system clock may have moved backwards. If the system clock moves
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* backwards, we can't just clamp the time; if it moved back an hour, we'll sit around for
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* an hour until it catches up.
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*
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* Keep track of an offset: the amount of time to add to the result of SDL_GetTicks.
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* If we move back by 100ms, the offset will be increased by 100ms. If we loop, the
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* offset will be increased by the duration 2^32 ticks. This is stored in the same
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* notation as RageTimer: one 32-bit int for seconds and another for microseconds, so
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* wrapping isn't a problem.
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*/
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static Uint32 last = 0;
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static Uint32 offset_secs = 0, offset_us = 0;
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const Uint32 millisecs = SDL_GetTicks();
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/* The time has wrapped if the last time was very high and the current time is very low. */
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const Uint32 one_day = 24*60*60*1000;
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if( last > (0-one_day) && millisecs < one_day )
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{
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const Uint32 wraparound_secs = 4294967; /* (2^32 / 1000) */
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const Uint32 wraparound_us = 296000; /* (2^32 % 1000) * 1000 */
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offset_secs += wraparound_secs;
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offset_us += wraparound_us;
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}
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else if( millisecs < last )
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{
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/* The time has moved backwards. Increase the offset by the amount we moved. */
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const Uint32 offset_ms = last - millisecs;
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offset_secs += offset_ms/1000;
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offset_us += (offset_ms%1000) * 1000;
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}
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if( offset_us >= TIMESTAMP_RESOLUTION )
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{
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offset_us -= TIMESTAMP_RESOLUTION;
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++offset_secs;
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}
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last = millisecs;
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secs = millisecs / 1000;
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us = (millisecs % 1000)*1000;
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secs += offset_secs;
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us += offset_us;
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if( us >= TIMESTAMP_RESOLUTION )
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{
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us -= TIMESTAMP_RESOLUTION;
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++secs;
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}
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}
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float RageTimer::GetTimeSinceStart()
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{
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unsigned secs, us;
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mySDL_GetTicks( secs, us );
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return secs + us / 1000000.0f;
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}
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void RageTimer::Touch()
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{
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mySDL_GetTicks( this->m_secs, this->m_us );
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}
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float RageTimer::Ago() const
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{
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const RageTimer Now;
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return Now - *this;
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}
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float RageTimer::GetDeltaTime()
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{
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const RageTimer Now;
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const float diff = Difference( Now, *this );
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*this = Now;
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return diff;
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}
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/* Get a timer representing half of the time ago as this one. This is
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* useful for averaging time. For example,
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*
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* RageTimer tm;
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* ... do stuff ...
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* RageTimer AverageTime = tm.Half();
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* printf("Something happened between now and tm; the average time is %f.\n", tm.Ago());
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* tm.Touch();
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*/
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RageTimer RageTimer::Half() const
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{
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const RageTimer now;
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const float ProbableDelay = -(now - *this) / 2;
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return *this + ProbableDelay;
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}
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RageTimer RageTimer::operator+(float tm) const
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{
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return Sum(*this, tm);
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}
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float RageTimer::operator-(const RageTimer &rhs) const
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{
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return Difference(*this, rhs);
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}
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RageTimer RageTimer::Sum(const RageTimer &lhs, float tm)
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{
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/* tm == 5.25 -> secs = 5, us = 5.25 - ( 5) = .25
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* tm == -1.25 -> secs = -2, us = -1.25 - (-2) = .75 */
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int seconds = (int) floorf(tm);
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int us = int( (tm - seconds) * TIMESTAMP_RESOLUTION );
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RageTimer ret;
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ret.m_secs = seconds + lhs.m_secs;
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ret.m_us = us + lhs.m_us;
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if( ret.m_us >= TIMESTAMP_RESOLUTION )
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{
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ret.m_us -= TIMESTAMP_RESOLUTION;
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++ret.m_secs;
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}
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return ret;
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}
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float RageTimer::Difference(const RageTimer &lhs, const RageTimer &rhs)
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{
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int secs = lhs.m_secs - rhs.m_secs;
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int us = lhs.m_us - rhs.m_us;
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if( us < 0 )
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{
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us += TIMESTAMP_RESOLUTION;
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--secs;
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}
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return float(secs) + float(us) / TIMESTAMP_RESOLUTION;
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}
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/*
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* Copyright (c) 2001-2003 by the person(s) listed below. All rights reserved.
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* Chris Danford
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* Glenn Maynard
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*/
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