{* 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.