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+{* UltraStar Deluxe - Karaoke Game
+ *
+ * UltraStar Deluxe is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; see the file COPYING. If not, write to
+ * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
+ * Boston, MA 02110-1301, USA.
+ *
+ * $URL$
+ * $Id$
+ *}
+
+unit UTime;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+type
+ TTime = class
+ public
+ constructor Create;
+ function GetTime(): real;
+ end;
+
+ TRelativeTimerState = (rtsStopped, rtsWait, rtsPaused, rtsRunning);
+
+ TRelativeTimer = class
+ private
+ AbsoluteTime: int64; // system-clock reference time for calculation of CurrentTime
+ RelativeTime: real;
+ TriggerMode: boolean;
+ State: TRelativeTimerState;
+ public
+ constructor Create();
+ procedure Start(WaitForTrigger: boolean = false);
+ procedure Pause();
+ procedure Stop();
+ function GetTime(): real;
+ procedure SetTime(Time: real);
+ function GetState(): TRelativeTimerState;
+ end;
+
+ TSyncSource = class
+ function GetClock(): real; virtual; abstract;
+ end;
+
+procedure CountSkipTimeSet;
+procedure CountSkipTime;
+procedure CountMidTime;
+
+var
+ USTime: TTime;
+ VideoBGTimer: TRelativeTimer;
+
+ TimeNew: int64;
+ TimeOld: int64;
+ TimeSkip: real;
+ TimeMid: real;
+ TimeMidTemp: int64;
+
+implementation
+
+uses
+ sdl,
+ UCommon;
+
+const
+ cSDLCorrectionRatio = 1000;
+
+(*
+BEST Option now ( after discussion with whiteshark ) seems to be to use SDL
+timer functions...
+
+SDL_delay
+SDL_GetTicks
+http://www.gamedev.net/community/forums/topic.asp?topic_id=466145&whichpage=1%EE%8D%B7
+*)
+
+
+procedure CountSkipTimeSet;
+begin
+ TimeNew := SDL_GetTicks();
+end;
+
+procedure CountSkipTime;
+begin
+ TimeOld := TimeNew;
+ TimeNew := SDL_GetTicks();
+ TimeSkip := (TimeNew-TimeOld) / cSDLCorrectionRatio;
+end;
+
+procedure CountMidTime;
+begin
+ TimeMidTemp := SDL_GetTicks();
+ TimeMid := (TimeMidTemp - TimeNew) / cSDLCorrectionRatio;
+end;
+
+{**
+ * TTime
+ **}
+
+constructor TTime.Create;
+begin
+ inherited;
+ CountSkipTimeSet;
+end;
+
+function TTime.GetTime: real;
+begin
+ Result := SDL_GetTicks() / cSDLCorrectionRatio;
+end;
+
+{**
+ * TRelativeTimer
+ **}
+
+(**
+ * Creates a new relative timer.
+ * A relative timer works like a stop-watch. It can be paused and
+ * resumed afterwards, continuing with the counter it had when it was paused.
+ *)
+constructor TRelativeTimer.Create();
+begin
+ State := rtsStopped;
+ AbsoluteTime := 0;
+ RelativeTime := 0;
+end;
+
+(**
+ * Starts the timer.
+ * If WaitForTrigger is false the timer will be started immediately.
+ * If WaitForTrigger is true the timer will be started when a trigger event
+ * occurs. A trigger event is a call of one of the Get-/SetTime() methods.
+ * In addition the timer can be started by calling this method again with
+ * WaitForTrigger set to false.
+ *)
+procedure TRelativeTimer.Start(WaitForTrigger: boolean = false);
+begin
+ case (State) of
+ rtsStopped, rtsPaused: begin
+ if (WaitForTrigger) then
+ begin
+ State := rtsWait;
+ end
+ else
+ begin
+ State := rtsRunning;
+ AbsoluteTime := SDL_GetTicks();
+ end;
+ end;
+
+ rtsWait: begin
+ if (not WaitForTrigger) then
+ begin
+ State := rtsRunning;
+ AbsoluteTime := SDL_GetTicks();
+ RelativeTime := 0;
+ end;
+ end;
+ end;
+end;
+
+(**
+ * Pauses the timer and leaves the counter untouched.
+ *)
+procedure TRelativeTimer.Pause();
+begin
+ if (State = rtsRunning) then
+ begin
+ // Important: GetTime() must be called in running state
+ RelativeTime := GetTime();
+ State := rtsPaused;
+ end;
+end;
+
+(**
+ * Stops the timer and sets its counter to 0.
+ *)
+procedure TRelativeTimer.Stop();
+begin
+ if (State <> rtsStopped) then
+ begin
+ State := rtsStopped;
+ RelativeTime := 0;
+ end;
+end;
+
+(**
+ * Returns the current counter of the timer.
+ * If WaitForTrigger was true in Start() the timer will be started
+ * if it was not already running.
+ *)
+function TRelativeTimer.GetTime(): real;
+begin
+ case (State) of
+ rtsStopped, rtsPaused:
+ Result := RelativeTime;
+ rtsRunning:
+ Result := RelativeTime + (SDL_GetTicks() - AbsoluteTime) / cSDLCorrectionRatio;
+ rtsWait: begin
+ // start triggered
+ State := rtsRunning;
+ AbsoluteTime := SDL_GetTicks();
+ Result := RelativeTime;
+ end;
+ end;
+end;
+
+(**
+ * Sets the counter of the timer.
+ * If WaitForTrigger was true in Start() the timer will be started
+ * if it was not already running.
+ *)
+procedure TRelativeTimer.SetTime(Time: real);
+begin
+ RelativeTime := Time;
+ AbsoluteTime := SDL_GetTicks();
+ // start triggered
+ if (State = rtsWait) then
+ State := rtsRunning;
+end;
+
+function TRelativeTimer.GetState(): TRelativeTimerState;
+begin
+ Result := State;
+end;
+
+end.